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.
Star

Bindings

light_tile_resolved_samples

#
@group(1)
@binding(2)
var<storage, read_write> light_tile_resolved_samples: array<ResolvedLightSamplePacked>

view

#
@group(1)
@binding(12)
var<uniform> view: View

Structures

PushConstants

#
struct PushConstants {
frame_index: u32,
reset: u32,
}

Functions

sample_radiance

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(64, 1, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn sample_radiance (
@builtin(workgroup_id)
workgroup_id: vec3<u32>,
@builtin(global_invocation_id)
active_cell_id: vec3<u32>
)

blend_new_samples

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(64, 1, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn blend_new_samples (
@builtin(global_invocation_id)
active_cell_id: vec3<u32>
)

sample_random_light_ris

#
fn sample_random_light_ris (
world_position: vec3<f32>,
world_normal: vec3<f32>,
workgroup_id: vec2<u32>,
rng: ptr<function, u32>
) -> vec3<f32>
Contents