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wireframe.wgsl

Bindings

mesh

#
@group(1)
@binding(0)
var<uniform> mesh: Mesh

joint_matrices

#

Shader defs requirments:

🟢 SKINNED

@group(1)
@binding(1)
var<uniform> joint_matrices: SkinnedMesh

Structures

Vertex

#
struct Vertex {
@location(0)
position: vec3<f32> ,
@location(4)
joint_indexes: vec4<u32> , 🟢 SKINNED
@location(5)
joint_weights: vec4<f32> , 🟢 SKINNED
}

VertexOutput

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

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 ()