visibility_buffer_resolve.wgsl
Name | Type | Shader Def |
---|---|---|
barycentrics |
vec3<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
ddx |
vec3<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
ddy |
vec3<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
Name | Type | Shader Def |
---|---|---|
position |
vec4<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
world_position |
vec4<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
world_normal |
vec3<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
uv |
vec2<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
ddx_uv |
vec2<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
ddy_uv |
vec2<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
world_tangent |
vec4<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
mesh_flags |
u32
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🟢 MESHLET_MESH_MATERIAL_PASS |
cluster_id |
u32
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🟢 MESHLET_MESH_MATERIAL_PASS |
motion_vector |
vec2<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS, 🟢 PREPASS_FRAGMENT, 🟢 MOTION_VECTOR_PREPASS |
Name | Type | Shader Def |
---|---|---|
position |
vec3<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
normal |
vec3<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
uv |
vec2<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS |
🟢 MESHLET_MESH_MATERIAL_PASS
Parameter | Type |
---|---|
vertex_world_positions |
array<vec4<f32>, 3>
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ndc_uv |
vec2<f32>
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half_screen_size |
vec2<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS
Parameter | Type |
---|---|
frag_coord |
vec4<f32>
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🟢 MESHLET_MESH_MATERIAL_PASS
Parameter | Type |
---|---|
meshlet |
ptr<function, Meshlet>
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vertex_id |
u32
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🟢 MESHLET_MESH_MATERIAL_PASS
Parameter | Type |
---|---|
vertex_normal |
vec3<f32>
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instance_uniform |
ptr<function, Mesh>
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🟢 MESHLET_MESH_MATERIAL_PASS
Parameter | Type |
---|---|
world_normal |
vec3<f32>
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ddx_world_position |
vec3<f32>
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ddy_world_position |
vec3<f32>
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ddx_uv |
vec2<f32>
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ddy_uv |
vec2<f32>
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