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shader.wgsl

Bindings

globals

#
@group(0)
@binding(0)
var<uniform> globals: Globals

locals

#
@group(1)
@binding(0)
var<uniform> locals: Locals

tex

#
@group(0)
@binding(1)
var tex: texture_2d<f32>

sam

#
@group(0)
@binding(2)
var sam: sampler

Structures

Globals

#
struct Globals {
size: vec2<f32> ,
_pad0: u32 ,
_pad1: u32 ,
}

Locals

#
struct Locals {
position: vec2<f32> ,
velocity: vec2<f32> ,
color: u32 ,
_pad0: u32 ,
_pad1: u32 ,
_pad2: u32 ,
}

VertexOutput

#
struct VertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
tex_coords: vec2<f32> ,
@location(1)
color: vec4<f32> ,
}

Functions

vs_main

#
@vertex
Processes each 3D point in a model before it's drawn
fn vs_main (
@builtin(vertex_index)
vi: u32
) -> VertexOutput

fs_main

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