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deferred_lighting.wgsl

Bindings

Name Group Binding index Binding type Type
depth_id # 1 0 <uniform> PbrDeferredLightingDepthId

Structures

FullscreenVertexOutput

#
Annotation Name Type
builtin(position) position vec4<f32>
location(0) uv vec2<f32>

PbrDeferredLightingDepthId

#
Name Type Shader Def
depth_id u32
_webgl2_padding_0 f32 🟢 SIXTEEN_BYTE_ALIGNMENT
_webgl2_padding_1 f32 🟢 SIXTEEN_BYTE_ALIGNMENT
_webgl2_padding_2 f32 🟢 SIXTEEN_BYTE_ALIGNMENT

Functions

vertex

#
@vertex
fn vertex(vertex_index: u32) -> FullscreenVertexOutput
Parameter Type
vertex_index u32
Returns: FullscreenVertexOutput

fragment

#
@fragment
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32>
Parameter Type
in FullscreenVertexOutput
Returns: @location(0) vec4<f32>