Shader Explorer
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height_map.wgsl

Bindings

settings

#
@group(3)
@binding(0)
var<uniform> settings: HeightSettings

Structures

VertexOutput

#
struct VertexOutput {
@builtin(position)
clip_position: vec4<f32> ,
@location(0)
height: f32 ,
}

HeightSettings

#
struct HeightSettings {
min_height: f32 ,
max_height: f32 ,
}

Functions

vertex

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

fragment

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