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.

Bindings

inv_depth_fade_factor

#
@group(constants::MATERIAL_BIND_GROUP)
@binding(200)
var<uniform> inv_depth_fade_factor: f32

Structures

ForwardDecalInformation

#
struct ForwardDecalInformation {
world_position: vec4<f32> ,
uv: vec2<f32> ,
alpha: f32 ,
}

Functions

get_forward_decal_info

#
fn get_forward_decal_info (
in: VertexOutput
) -> ForwardDecalInformation
Contents