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Constants

VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE

#
const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u

Bindings

view

#
@group(0)
@binding(0)
var<uniform> view: View

lights

#
@group(0)
@binding(1)
var<uniform> lights: Lights

point_shadow_textures

#
@if(NO_CUBE_ARRAY_TEXTURES_SUPPORT)
@group(0)
@binding(2)
var point_shadow_textures: texture_depth_cube
@else()
@group(0)
@binding(2)
var point_shadow_textures: texture_depth_cube_array

point_shadow_textures_comparison_sampler

#
@group(0)
@binding(3)
var point_shadow_textures_comparison_sampler: sampler_comparison

point_shadow_textures_linear_sampler

#
@if(PCSS_SAMPLERS_AVAILABLE)
@group(0)
@binding(4)
var point_shadow_textures_linear_sampler: sampler

directional_shadow_textures

#
@if(NO_ARRAY_TEXTURES_SUPPORT)
@group(0)
@binding(5)
var directional_shadow_textures: texture_depth_2d
@else()
@group(0)
@binding(5)
var directional_shadow_textures: texture_depth_2d_array

directional_shadow_textures_comparison_sampler

#
@group(0)
@binding(6)
var directional_shadow_textures_comparison_sampler: sampler_comparison

directional_shadow_textures_linear_sampler

#
@if(PCSS_SAMPLERS_AVAILABLE)
@group(0)
@binding(7)
var directional_shadow_textures_linear_sampler: sampler

clustered_lights

#
@group(0)
@binding(8)
var<storage> clustered_lights: ClusteredLights
@group(0)
@binding(8)
var<uniform> clustered_lights: ClusteredLights

clusterable_object_index_lists

#
@group(0)
@binding(9)
var<storage> clusterable_object_index_lists: ClusterableObjectIndexLists
@group(0)
@binding(9)
var<uniform> clusterable_object_index_lists: ClusterableObjectIndexLists

cluster_offsets_and_counts

#
@group(0)
@binding(10)
var<storage> cluster_offsets_and_counts: ClusterOffsetsAndCounts
@group(0)
@binding(10)
var<uniform> cluster_offsets_and_counts: ClusterOffsetsAndCounts

globals

#
@group(0)
@binding(11)
var<uniform> globals: Globals

light_probes

#
@group(0)
@binding(12)
var<uniform> light_probes: LightProbes

fog

#
@if(DISTANCE_FOG)
@group(0)
@binding(13)
var<uniform> fog: Fog

visibility_ranges

#
@if(AVAILABLE_STORAGE_BUFFER_BINDINGS__GE_6)
@group(0)
@binding(14)
var<storage> visibility_ranges: array<vec4<f32>>
@else()
@group(0)
@binding(14)
var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>

ssr_settings

#
@if(SCREEN_SPACE_REFLECTIONS)
@group(0)
@binding(15)
var<uniform> ssr_settings: ScreenSpaceReflectionsSettings

contact_shadows_settings

#
@if(CONTACT_SHADOWS)
@group(0)
@binding(16)
var<uniform> contact_shadows_settings: ContactShadowsSettings

screen_space_ambient_occlusion_texture

#
@if(SCREEN_SPACE_AMBIENT_OCCLUSION)
@group(0)
@binding(17)
var screen_space_ambient_occlusion_texture: texture_2d<f32>

dt_lut_texture

#
@group(0)
@binding(18)
var dt_lut_texture: texture_3d<f32>

dt_lut_sampler

#
@group(0)
@binding(19)
var dt_lut_sampler: sampler

depth_prepass_texture

#
@if(MULTISAMPLED && DEPTH_PREPASS)
@group(0)
@binding(20)
var depth_prepass_texture: texture_depth_multisampled_2d
@if(!MULTISAMPLED && DEPTH_PREPASS)
@group(0)
@binding(20)
var depth_prepass_texture: texture_depth_2d

normal_prepass_texture

#
@if(MULTISAMPLED && NORMAL_PREPASS)
@group(0)
@binding(21)
var normal_prepass_texture: texture_multisampled_2d<f32>
@if(!MULTISAMPLED && NORMAL_PREPASS)
@group(0)
@binding(21)
var normal_prepass_texture: texture_2d<f32>

motion_vector_prepass_texture

#
@if(MULTISAMPLED && MOTION_VECTOR_PREPASS)
@group(0)
@binding(22)
var motion_vector_prepass_texture: texture_multisampled_2d<f32>
@if(!MULTISAMPLED && MOTION_VECTOR_PREPASS)
@group(0)
@binding(22)
var motion_vector_prepass_texture: texture_2d<f32>

deferred_prepass_texture

#
@if(DEFERRED_PREPASS)
@group(0)
@binding(23)
var deferred_prepass_texture: texture_2d<u32>

view_transmission_texture

#
@group(0)
@binding(24)
var view_transmission_texture: texture_2d<f32>

view_transmission_sampler

#
@group(0)
@binding(25)
var view_transmission_sampler: sampler

oit_settings

#
@group(0)
@binding(26)
var<uniform> oit_settings: OrderIndependentTransparencySettings

oit_nodes_capacity

#
@group(0)
@binding(27)
var<uniform> oit_nodes_capacity: u32

oit_nodes

#
@group(0)
@binding(28)
var<storage, read_write> oit_nodes: OitFragmentNode>

oit_heads

#
@group(0)
@binding(29)
var<storage, read_write> oit_heads: array<atomic<u32>>

oit_atomic_counter

#
@group(0)
@binding(30)
var<storage, read_write> oit_atomic_counter: atomic<u32>

atmosphere_transmittance_texture

#
@group(0)
@binding(31)
var atmosphere_transmittance_texture: texture_2d<f32>

atmosphere_transmittance_sampler

#
@group(0)
@binding(32)
var atmosphere_transmittance_sampler: sampler

atmosphere

#
@group(0)
@binding(33)
var<storage> atmosphere: Atmosphere

blue_noise_texture

#
@if(BLUE_NOISE_TEXTURE)
@group(0)
@binding(34)
var blue_noise_texture: texture_2d_array<f32>

area_light_luts

#
@group(0)
@binding(35)
var area_light_luts: texture_2d_array<f32>

area_light_luts_sampler

#
@group(0)
@binding(36)
var area_light_luts_sampler: sampler

dfg_lut

#
@group(0)
@binding(37)
var dfg_lut: texture_2d<f32>

dfg_lut_sampler

#
@group(0)
@binding(38)
var dfg_lut_sampler: sampler

diffuse_environment_maps

#
@group(1)
@binding(0)
var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>

specular_environment_maps

#
@group(1)
@binding(1)
var specular_environment_maps: binding_array<texture_cube<f32>, 8u>

diffuse_environment_map

#
@group(1)
@binding(0)
var diffuse_environment_map: texture_cube<f32>

specular_environment_map

#
@group(1)
@binding(1)
var specular_environment_map: texture_cube<f32>

environment_map_sampler

#
@if(ENVIRONMENT_MAP)
@group(1)
@binding(2)
var environment_map_sampler: sampler

irradiance_volumes

#
@if(IRRADIANCE_VOLUME && IRRADIANCE_VOLUMES_ARE_USABLE && MULTIPLE_LIGHT_PROBES_IN_ARRAY)
@group(1)
@binding(3)
var irradiance_volumes: binding_array<texture_3d<f32>, 8u>

irradiance_volume

#
@if(IRRADIANCE_VOLUME && IRRADIANCE_VOLUMES_ARE_USABLE && !MULTIPLE_LIGHT_PROBES_IN_ARRAY)
@group(1)
@binding(3)
var irradiance_volume: texture_3d<f32>

irradiance_volume_sampler

#
@if(IRRADIANCE_VOLUME && IRRADIANCE_VOLUMES_ARE_USABLE)
@group(1)
@binding(4)
var irradiance_volume_sampler: sampler

clustered_decals

#
@group(1)
@binding(5)
var<storage> clustered_decals: ClusteredDecals

clustered_decal_textures

#
@group(1)
@binding(6)
var clustered_decal_textures: binding_array<texture_2d<f32>, 8u>

clustered_decal_sampler

#
@group(1)
@binding(7)
var clustered_decal_sampler: sampler
Contents