Bevy Shader Explorer
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bevy_pbr
0.20.0
0.15.0
0.15.1
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›
render_sky.wesl
Save
Bindings
depth_texture
#
@
if
(
MULTISAMPLED
)
@
group
(
0
)
@
binding
(
13
)
var
depth_texture:
texture_depth_multisampled_2d
@
else
(
)
@
group
(
0
)
@
binding
(
13
)
var
depth_texture:
texture_depth_2d
Structures
RenderSkyOutput
#
struct
RenderSkyOutput
{
@
if
(
DUAL_SOURCE_BLENDING
)
@
location
(
0
)
@
blend_src
(
0
)
inscattering:
vec4
<
f32
>
,
@
if
(
DUAL_SOURCE_BLENDING
)
@
location
(
0
)
@
blend_src
(
1
)
transmittance:
vec4
<
f32
>
,
@
else
(
)
@
location
(
0
)
inscattering:
vec4
<
f32
>
,
}
Functions
main
#
@fragment
Calculates the final color of each pixel on the screen
fn
main
(
in:
FullscreenVertexOutput
)
->
RenderSkyOutput
Contents
Bindings
depth_texture
Structures
RenderSkyOutput
Functions
main