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bevy_sprite_render
0.17.3
0.17.0
0.17.1
0.17.2
0.19.1
›
color_material.wgsl
Save
Constants
COLOR_MATERIAL_FLAGS_TEXTURE_BIT
#
const
COLOR_MATERIAL_FLAGS_TEXTURE_BIT:
u32
=
1u
COLOR_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS
#
const
COLOR_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS:
u32
=
3221225472u
COLOR_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE
#
const
COLOR_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE:
u32
=
0u
COLOR_MATERIAL_FLAGS_ALPHA_MODE_MASK
#
const
COLOR_MATERIAL_FLAGS_ALPHA_MODE_MASK:
u32
=
1073741824u
COLOR_MATERIAL_FLAGS_ALPHA_MODE_BLEND
#
const
COLOR_MATERIAL_FLAGS_ALPHA_MODE_BLEND:
u32
=
2147483648u
Bindings
material
#
@
group
(
#{MATERIAL_BIND_GROUP}
)
@
binding
(
0
)
var
<
uniform
>
material:
ColorMaterial
texture
#
@
group
(
#{MATERIAL_BIND_GROUP}
)
@
binding
(
1
)
var
texture:
texture_2d
<
f32
>
texture_sampler
#
@
group
(
#{MATERIAL_BIND_GROUP}
)
@
binding
(
2
)
var
texture_sampler:
sampler
Structures
ColorMaterial
#
struct
ColorMaterial
{
color:
vec4
<
f32
>,
uv_transform:
mat3x3
<
f32
>,
flags:
u32
,
alpha_cutoff:
f32
,
}
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
mesh:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
alpha_discard
#
fn
alpha_discard
(
material:
ColorMaterial
,
output_color:
vec4
<
f32
>
)
->
vec4
<
f32
>
Contents
Constants
COLOR_MATERIAL_FLAGS_TEXTURE_BIT
COLOR_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS
COLOR_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE
COLOR_MATERIAL_FLAGS_ALPHA_MODE_MASK
COLOR_MATERIAL_FLAGS_ALPHA_MODE_BLEND
Bindings
material
texture
texture_sampler
Structures
ColorMaterial
Functions
fragment
alpha_discard