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tilemap_chunk_material.wgsl

Bindings

tileset

#
@group(#{MATERIAL_BIND_GROUP})
@binding(0)
var tileset: texture_2d_array<f32>

tileset_sampler

#
@group(#{MATERIAL_BIND_GROUP})
@binding(1)
var tileset_sampler: sampler

tile_data

#
@group(#{MATERIAL_BIND_GROUP})
@binding(2)
var tile_data: texture_2d<u32>

Structures

TileData

#
struct TileData {
tileset_index: u32 ,
color: vec4<f32> ,
visible: bool ,
}

Functions

get_tile_data

#
fn get_tile_data ( ) -> TileData

fragment

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