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Bindings

color_texture

#
@group(2)
@binding(0)
var color_texture: texture_2d<f32>

color_sampler

#
@group(2)
@binding(1)
var color_sampler: sampler

stbn_texture

#
@group(2)
@binding(4)
var stbn_texture: texture_2d_array<f32>

Structures

BrdfSample

#
struct BrdfSample {
wi: vec3<f32> ,
value_over_pdf: vec3<f32> ,
}

Functions

sample_specular_brdf

#
fn sample_specular_brdf (
wo: vec3<f32>
, 
roughness: f32
, 
F0: vec3<f32>
, 
urand: vec2<f32>
, 
N: vec3<f32>
) -> BrdfSample

evaluate_ssr

#
fn evaluate_ssr (
R_world: vec3<f32>
, 
P_world: vec3<f32>
, 
jitter: f32
) -> vec4<f32>

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment (
in: FullscreenVertexOutput
) ->
@location(0)
vec4<f32>
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