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particle_sprite_frag.wgsl

Bindings

texture

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

texture_sampler

#
@group(1)
@binding(1)
var texture_sampler: sampler

frame_data

#
@group(1)
@binding(2)
var<uniform> frame_data: vec4<u32>

Functions

fragment

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