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Bindings

meshlet_visibility_buffer

#
Active when
MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0)
@binding(0)
var<storage, read> meshlet_visibility_buffer: array<u64>
Active when
!MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0)
@binding(0)
var<storage, read> meshlet_visibility_buffer: array<u32>

meshlet_cluster_instance_ids

#
@group(0)
@binding(1)
var<storage, read> meshlet_cluster_instance_ids: array<u32>

meshlet_instance_material_ids

#
@group(0)
@binding(2)
var<storage, read> meshlet_instance_material_ids: array<u32>

Functions

resolve_depth

#
@fragment
Calculates the final color of each pixel on the screen

This pass writes out the depth texture.

fn resolve_depth ( ) ->
@builtin(frag_depth)
f32

resolve_material_depth

#
@fragment
Calculates the final color of each pixel on the screen
Active when
MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
fn resolve_material_depth ( ) ->
@builtin(frag_depth)
f32
Contents