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mesh.wgsl

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>