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resolve_render_targets.wgsl

Bindings

Name Group Binding index Binding type Type Shader Def
meshlet_visibility_buffer # 0 0 <storage, read> array<u64> 🟢 MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
meshlet_visibility_buffer # 0 0 <storage, read> array<u32> 🔴 MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
meshlet_cluster_instance_ids # 0 1 <storage, read> array<u32>
meshlet_instance_material_ids # 0 2 <storage, read> array<u32>

Functions

resolve_depth

#
@fragment
This pass writes out the depth texture.
fn resolve_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32
Parameter Type
in FullscreenVertexOutput
Returns: @builtin(frag_depth) f32

resolve_material_depth

#
@fragment

Shader defs:

🟢 MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT

fn resolve_material_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32
Parameter Type
in FullscreenVertexOutput
Returns: @builtin(frag_depth) f32