pub fn fragment_impl<A, T, DtA, C, S>(
atlas: &A,
atlas_sampler: &S,
irradiance: &C,
irradiance_sampler: &S,
prefiltered: &C,
prefiltered_sampler: &S,
brdf: &T,
brdf_sampler: &S,
shadow_map: &DtA,
shadow_map_sampler: &S,
geometry_slab: &[u32],
material_slab: &[u32],
lighting_slab: &[u32],
renderlet_id: Id<PrimitiveDescriptor>,
frag_coord: Vec4,
in_color: Vec4,
in_uv0: Vec2,
in_uv1: Vec2,
in_norm: Vec3,
in_tangent: Vec3,
in_bitangent: Vec3,
in_pos: Vec3,
output: &mut Vec4,
)where
A: Sample2dArray<Sampler = S>,
T: Sample2d<Sampler = S>,
DtA: Sample2dArray<Sampler = S>,
C: SampleCube<Sampler = S>,
S: IsSampler,
Expand description
PBR fragment shader capable of being run on CPU or GPU.