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mesh_view_bindings.wgsl

Import path

Constants

Name Type Value
VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE # u32 64u

Bindings

Name Group Binding index Binding type Type Shader Def
view # 0 0 <uniform> View
lights # 0 1 <uniform> Lights
point_shadow_textures # 0 2 texture_depth_cube 🟢 NO_CUBE_ARRAY_TEXTURES_SUPPORT
point_shadow_textures # 0 2 texture_depth_cube_array 🔴 NO_CUBE_ARRAY_TEXTURES_SUPPORT
point_shadow_textures_comparison_sampler # 0 3 sampler_comparison
point_shadow_textures_linear_sampler # 0 4 sampler 🟢 PCSS_SAMPLERS_AVAILABLE
directional_shadow_textures # 0 5 texture_depth_2d 🟢 NO_ARRAY_TEXTURES_SUPPORT
directional_shadow_textures # 0 5 texture_depth_2d_array 🔴 NO_ARRAY_TEXTURES_SUPPORT
directional_shadow_textures_comparison_sampler # 0 6 sampler_comparison
directional_shadow_textures_linear_sampler # 0 7 sampler 🟢 PCSS_SAMPLERS_AVAILABLE
clusterable_objects # 0 8 <storage> ClusterableObjects
clusterable_object_index_lists # 0 9 <storage> ClusterLightIndexLists
cluster_offsets_and_counts # 0 10 <storage> ClusterOffsetsAndCounts
clusterable_objects # 0 8 <uniform> ClusterableObjects
clusterable_object_index_lists # 0 9 <uniform> ClusterLightIndexLists
cluster_offsets_and_counts # 0 10 <uniform> ClusterOffsetsAndCounts
globals # 0 11 <uniform> Globals
fog # 0 12 <uniform> Fog
light_probes # 0 13 <uniform> LightProbes
visibility_ranges # 0 14 <storage> array<vec4<f32>>
visibility_ranges # 0 14 <uniform> array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>
ssr_settings # 0 15 <uniform> ScreenSpaceReflectionsSettings
screen_space_ambient_occlusion_texture # 0 16 texture_2d<f32>
diffuse_environment_maps # 0 17 binding_array<texture_cube<f32>, 8u> 🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY
specular_environment_maps # 0 18 binding_array<texture_cube<f32>, 8u> 🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY
diffuse_environment_map # 0 17 texture_cube<f32> 🔴 MULTIPLE_LIGHT_PROBES_IN_ARRAY
specular_environment_map # 0 18 texture_cube<f32> 🔴 MULTIPLE_LIGHT_PROBES_IN_ARRAY
environment_map_sampler # 0 19 sampler
environment_map_uniform # 0 20 <uniform> EnvironmentMapUniform
irradiance_volumes # 0 21 binding_array<texture_3d<f32>, 8u> 🟢 IRRADIANCE_VOLUMES_ARE_USABLE, 🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY
irradiance_volume # 0 21 texture_3d<f32> 🟢 IRRADIANCE_VOLUMES_ARE_USABLE, 🔴 MULTIPLE_LIGHT_PROBES_IN_ARRAY
irradiance_volume_sampler # 0 22 sampler 🟢 IRRADIANCE_VOLUMES_ARE_USABLE
dt_lut_texture # 0 23 texture_3d<f32>
dt_lut_sampler # 0 24 sampler
depth_prepass_texture # 0 25 texture_depth_multisampled_2d 🟢 MULTISAMPLED, 🟢 DEPTH_PREPASS
normal_prepass_texture # 0 26 texture_multisampled_2d<f32> 🟢 MULTISAMPLED, 🟢 NORMAL_PREPASS
motion_vector_prepass_texture # 0 27 texture_multisampled_2d<f32> 🟢 MULTISAMPLED, 🟢 MOTION_VECTOR_PREPASS
depth_prepass_texture # 0 25 texture_depth_2d 🔴 MULTISAMPLED, 🟢 DEPTH_PREPASS
normal_prepass_texture # 0 26 texture_2d<f32> 🔴 MULTISAMPLED, 🟢 NORMAL_PREPASS
motion_vector_prepass_texture # 0 27 texture_2d<f32> 🔴 MULTISAMPLED, 🟢 MOTION_VECTOR_PREPASS
deferred_prepass_texture # 0 28 texture_2d<u32> 🟢 DEFERRED_PREPASS
view_transmission_texture # 0 29 texture_2d<f32>
view_transmission_sampler # 0 30 sampler
oit_layers # 0 31 <storage, read_write> array<vec2<u32>> 🟢 OIT_ENABLED
oit_layer_ids # 0 32 <storage, read_write> array<atomic<i32>> 🟢 OIT_ENABLED
oit_settings # 0 33 <uniform> OrderIndependentTransparencySettings 🟢 OIT_ENABLED