gaussian.wgsl
Bindings
Shader defs requirments:
š¢ BUFFER_STORAGE
Shader defs requirments:
š“ BUFFER_STORAGE
@group(3)
@binding(0)
var
sorted_entries:
texture_2d<u32>
Structures
struct
GaussianVertexOutput
{
}
struct
GaussianVertexOutput
{
}
Functions
Shader defs requirments:
š¢ BUFFER_STORAGE
Shader defs requirments:
š“ BUFFER_STORAGE
fn
world_to_local_direction
(
ray_direction_world:
vec3<f32>
,
transform:
mat4x4<f32>
)
->
vec3<f32>
@vertex
Processes each 3D point in a model before it's drawn
@fragment
Calculates the final color of each pixel on the screen