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

mesh

#
@if(!MESHLET_MESH_MATERIAL_PASS && PER_OBJECT_BUFFER_BATCH_SIZE)
@group(2)
@binding(0)
var<uniform> mesh: PER_OBJECT_BUFFER_BATCH_SIZE)>
@if(!MESHLET_MESH_MATERIAL_PASS && !PER_OBJECT_BUFFER_BATCH_SIZE)
@group(2)
@binding(0)
var<storage> mesh: array<Mesh>

metadata

#
@if(!MESHLET_MESH_MATERIAL_PASS && METADATA_USE_UNIFORM_BUFFERS)
@group(2)
@binding(9)
var<uniform> metadata: MeshMetadata
@if(!MESHLET_MESH_MATERIAL_PASS && !METADATA_USE_UNIFORM_BUFFERS)
@group(2)
@binding(9)
var<storage> metadata: array<MeshMetadata>
Contents