Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Constants

EPSILON

#
const EPSILON: f32 = 4.88e-04

Bindings

view

#
@group(0)
@binding(0)
var<uniform> view: View

joints_gizmo

#
@group(1)
@binding(0)
var<uniform> joints_gizmo: LineGizmoUniform

Structures

LineGizmoUniform

#
struct LineGizmoUniform {
world_from_local: mat3x4<f32> ,
line_width: f32 ,
depth_bias: f32 ,
resolution: u32 ,
@if(SIXTEEN_BYTE_ALIGNMENT)
_padding: f32 ,
}

VertexInput

#
struct VertexInput {
@location(0)
position_a: vec3<f32> ,
@location(1)
position_b: vec3<f32> ,
@location(2)
position_c: vec3<f32> ,
@location(3)
color: vec4<f32> ,
@builtin(vertex_index)
index: u32 ,
}

VertexOutput

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

FragmentInput

#
struct FragmentInput {
@location(0)
color: vec4<f32> ,
}

FragmentOutput

#
struct FragmentOutput {
@location(0)
color: vec4<f32> ,
}

Functions

vertex_bevel

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

vertex_miter

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

vertex_round

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

clip_near_plane

#
fn clip_near_plane (
a: vec4<f32>
, 
b: vec4<f32>
) -> vec4<f32>

depth

#
fn depth (
clip: vec4<f32>
) -> f32

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment ( ) -> FragmentOutput
Contents