Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Structures

Vertex

#
struct Vertex {
@location(0)
position: vec3<f32>,
@location(1)
normal: vec3<f32>,
@location(2)
uv: vec2<f32>, VERTEX_UVS
@location(3)
tangent: vec4<f32>, VERTEX_TANGENTS
@location(4)
color: vec4<f32>, VERTEX_COLORS
@location(5)
joint_indices: vec4<u32>, SKINNED
@location(6)
joint_weights: vec4<f32>, SKINNED
}

VertexOutput

#
struct VertexOutput {
@builtin(position)
clip_position: vec4<f32>,
}

FragmentInput

#
struct FragmentInput {
@builtin(front_facing)
is_front: bool,
}

Functions

vertex

#
@vertex
Processes each 3D point in a model before it's drawn
fn vertex (
vertex: Vertex
) -> VertexOutput

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment ( ) ->
@location(0)
vec4<f32>
Contents