Bevy Shader Explorer
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.
Packages
›
wgpu-hal
30.0.1
23.0.1
24.0.4
26.0.6
27.0.4
29.0.4
›
shader.wgsl
Save
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
{
mvp:
mat4x4
<
f32
>
,
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
(
vertex:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
Contents
Bindings
globals
locals
tex
sam
Structures
Globals
Locals
VertexOutput
Functions
vs_main
fs_main