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debug_overlay.wgsl

Bindings

config

#
@group(1)
@binding(0)
var<uniform> config: DebugBufferConfig

background_texture

#
@group(1)
@binding(1)
var background_texture: texture_2d<f32>

background_sampler

#
@group(1)
@binding(2)
var background_sampler: sampler

depth_pyramid_texture

#

Shader defs requirments:

🟢 DEBUG_DEPTH_PYRAMID

@group(1)
@binding(3)
var depth_pyramid_texture: texture_2d<f32>

depth_pyramid_sampler

#

Shader defs requirments:

🟢 DEBUG_DEPTH_PYRAMID

@group(1)
@binding(4)
var depth_pyramid_sampler: sampler

Structures

DebugBufferConfig

#
struct DebugBufferConfig {
opacity: f32 ,
mip_level: u32 ,
}

Functions

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment (
@builtin(position)
frag_coord: vec4<f32>
) ->
@location(0)
vec4<f32>