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.

Bindings

mesh

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

joint_matrices

#
Active when
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 () ->
@location(0)
vec4<f32>
Contents