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worley.wgsl

Bindings

material

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

Structures

NoiseMaterial

#
struct NoiseMaterial {
frequency_scale: f32 ,
amplitude_scale: f32 ,
}

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>