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shader.wgsl

Bindings

uniforms

#
@group(0)
@binding(0)
var<uniform> uniforms: Uniforms

output

#
@group(0)
@binding(1)
var output: texture_storage_2d<rgba8unorm, write>

acc_struct

#
@group(0)
@binding(2)
var acc_struct: acceleration_structure

Structures

Uniforms

#
struct Uniforms {
view_inv: mat4x4<f32> ,
proj_inv: mat4x4<f32> ,
}

Functions

main

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn main (
@builtin(global_invocation_id)
global_id: vec3<u32>
)