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domain_warping.wgsl

Constants

frequency_scale

#
const frequency_scale: AbstractFloat = 0.005

octaves

#
const octaves: AbstractInt = 10

lacunarity

#
const lacunarity: AbstractFloat = 2.9

gain

#
const gain: AbstractFloat = 0.4

seed

#
const seed: AbstractFloat = 324.0

scale

#
const scale: vec2 = vec2(0.4, 0.4)

faloff

#
const faloff: AbstractFloat = 0.1

Bindings

material

#
@group(2)
@binding(0)
var<uniform> material: NoiseMaterial

Structures

NoiseMaterial

#
struct NoiseMaterial {
num_warps: i32 ,
}

VertexInput

#
struct VertexInput {
@builtin(instance_index)
instance_index: u32 ,
@location(0)
position: vec3<f32> ,
@location(1)
blend_color: vec4<f32> ,
}

VertexOutput

#
struct VertexOutput {
@builtin(position)
clip_position: vec4<f32> ,
@location(0)
object_position: vec2<f32> ,
}

Functions

vertex

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

fragment

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