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egui.wgsl

Bindings

transform

#
@group(0)
@binding(0)
var<uniform> transform: Transform

image_texture

#

Shader defs requirments:

🟢 BINDLESS

@group(1)
@binding(0)
var image_texture: binding_array<texture_2d<f32>>

image_sampler

#

Shader defs requirments:

🟢 BINDLESS

@group(1)
@binding(1)
var image_sampler: binding_array<sampler>

image_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(1)
@binding(0)
var image_texture: texture_2d<f32>

image_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(1)
@binding(1)
var image_sampler: sampler

Structures

Transform

#
struct Transform {
scale: vec2<f32> ,
translation: vec2<f32> ,
}

VertexInput

#
struct VertexInput {
@location(0)
position: vec2<f32> ,
@location(1)
uv: vec2<f32> ,
@location(2)
color: vec4<f32> ,
}

VertexOutput

#
struct VertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
color: vec4<f32> ,
@location(1)
uv: vec2<f32> ,
}

Functions

linear_from_gamma_rgb

#

0-1 linear from 0-1 sRGB gamma.

fn linear_from_gamma_rgb ( ) -> vec3<f32>

gamma_from_linear_rgb

#

0-1 sRGB gamma from 0-1 linear.

fn gamma_from_linear_rgb ( ) -> vec3<f32>

gamma_from_linear_rgba

#

0-1 sRGBA gamma from 0-1 linear.

fn gamma_from_linear_rgba (
linear_rgba: vec4<f32>
) -> vec4<f32>

vs_main

#
@vertex
Processes each 3D point in a model before it's drawn
fn vs_main ( ) -> VertexOutput

fs_main

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