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fragment.wgsl

Bindings

alpha_mask_texture

#

Shader defs requirments:

🟢 ALPHA_MASK_TEXTURE

@group(3)
@binding(0)
var alpha_mask_texture: texture_2d<f32>

alpha_mask_sampler

#

Shader defs requirments:

🟢 ALPHA_MASK_TEXTURE

@group(3)
@binding(1)
var alpha_mask_sampler: sampler

Structures

FragmentOutput

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

Functions

fragment

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