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Structures

VertexOutput

#
struct VertexOutput {
@builtin(position)
position: vec4<f32>,
@location(0)
world_position: vec4<f32>,
@location(1)
world_normal: vec3<f32>,
@location(2)
uv: vec2<f32>, VERTEX_UVS_A
@location(3)
uv_b: vec2<f32>, VERTEX_UVS_B
@location(4)
world_tangent: vec4<f32>, VERTEX_TANGENTS
@location(6)
@interpolate(flat)
instance_index: u32, VERTEX_OUTPUT_INSTANCE_INDEX
@location(7)
@interpolate(flat)
visibility_range_dither: i32, VISIBILITY_RANGE_DITHER
@location(8)
thinness_factor: f32,
}
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