prepass_io.wgsl
Annotation | Name | Type | Shader Def |
---|---|---|---|
builtin(instance_index) | instance_index |
u32
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|
location(0) | position |
vec3<f32>
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|
location(1) | uv |
vec2<f32>
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🟢 VERTEX_UVS_A |
location(2) | uv_b |
vec2<f32>
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🟢 VERTEX_UVS_B |
location(3) | normal |
vec3<f32>
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🟢 NORMAL_PREPASS_OR_DEFERRED_PREPASS |
location(4) | tangent |
vec4<f32>
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🟢 NORMAL_PREPASS_OR_DEFERRED_PREPASS, 🟢 VERTEX_TANGENTS |
location(5) | joint_indices |
vec4<u32>
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🟢 SKINNED |
location(6) | joint_weights |
vec4<f32>
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🟢 SKINNED |
location(7) | color |
vec4<f32>
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🟢 VERTEX_COLORS |
builtin(vertex_index) | index |
u32
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🟢 MORPH_TARGETS |
Annotation | Name | Type | Shader Def |
---|---|---|---|
builtin(position) | position |
vec4<f32>
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|
location(0) | uv |
vec2<f32>
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🟢 VERTEX_UVS_A |
location(1) | uv_b |
vec2<f32>
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🟢 VERTEX_UVS_B |
location(2) | world_normal |
vec3<f32>
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🟢 NORMAL_PREPASS_OR_DEFERRED_PREPASS |
location(3) | world_tangent |
vec4<f32>
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🟢 NORMAL_PREPASS_OR_DEFERRED_PREPASS, 🟢 VERTEX_TANGENTS |
location(4) | world_position |
vec4<f32>
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|
location(5) | previous_world_position |
vec4<f32>
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🟢 MOTION_VECTOR_PREPASS |
location(6) | clip_position_unclamped |
vec4<f32>
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🟢 DEPTH_CLAMP_ORTHO |
location(7) | instance_index |
u32
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|
location(8) | color |
vec4<f32>
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🟢 VERTEX_COLORS |
Annotation | Name | Type | Shader Def |
---|---|---|---|
location(0) | normal |
vec4<f32>
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🟢 NORMAL_PREPASS_OR_DEFERRED_PREPASS |
location(1) | motion_vector |
vec2<f32>
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🟢 PREPASS_FRAGMENT, 🟢 MOTION_VECTOR_PREPASS |
location(2) | deferred |
vec4<u32>
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🟢 PREPASS_FRAGMENT, 🟢 DEFERRED_PREPASS |
location(3) | deferred_lighting_pass_id |
u32
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🟢 PREPASS_FRAGMENT, 🟢 DEFERRED_PREPASS |
builtin(frag_depth) | frag_depth |
f32
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🟢 PREPASS_FRAGMENT, 🟢 DEPTH_CLAMP_ORTHO |