pbr_reduced.wgsl
Constants
Bindings
@group(0)
@binding(5)
var
mesh_view_bindings__directional_shadow_textures_sampler:
sampler_comparison
@group(0)
@binding(4)
var
mesh_view_bindings__directional_shadow_textures:
texture_depth_2d_array
@group(0)
@binding(7)
var<storage>
mesh_view_bindings__cluster_light_index_lists:
mesh_view_types__ClusterLightIndexLists
@group(0)
@binding(8)
var<storage>
mesh_view_bindings__cluster_offsets_and_counts:
mesh_view_types__ClusterOffsetsAndCounts
@group(1)
@binding(3)
var
pbr_bindings__emissive_texture:
texture_2d<f32>
@group(1)
@binding(1)
var
pbr_bindings__base_color_texture:
texture_2d<f32>
@group(1)
@binding(5)
var
pbr_bindings__metallic_roughness_texture:
texture_2d<f32>
@group(1)
@binding(9)
var
pbr_bindings__normal_map_texture:
texture_2d<f32>
@group(1)
@binding(7)
var
pbr_bindings__occlusion_texture:
texture_2d<f32>
Structures
struct
mesh_types__Mesh
{
}
struct
mesh_view_types__View
{
}
Functions
@fragment
Calculates the final color of each pixel on the screen