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.
1struct PreviousViewUniforms {
2 view_from_world: mat4x4<f32>,
3 clip_from_world: mat4x4<f32>,
4 unjittered_clip_from_world: mat4x4<f32>,
5 clip_from_view: mat4x4<f32>,
6 world_from_clip: mat4x4<f32>,
7 view_from_clip: mat4x4<f32>,
8}
10@group(0) @binding(2) var<uniform> previous_view_uniforms: PreviousViewUniforms;
12// Material bindings will be in @group(2)
Contents