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Bindings

screen_texture

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

texture_sampler

#
@group(0)
@binding(1)
var texture_sampler: sampler

instance

#
@group(0)
@binding(2)
var<uniform> instance: ComposeOutputUniform

Structures

ComposeOutputUniform

#
struct ComposeOutputUniform {
@align(16)
volume_offset: f32,
volume_colour: vec4<f32>,
}

FragmentOutput

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

Functions

fragment

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