pub fn primitive_fragment(
geometry_slab: &[u32],
material_slab: &[u32],
atlas: &Image2dArray,
atlas_sampler: &Sampler,
irradiance: &Cubemap,
irradiance_sampler: &Sampler,
prefiltered: &Cubemap,
prefiltered_sampler: &Sampler,
brdf: &Image2d,
brdf_sampler: &Sampler,
light_slab: &[u32],
shadow_map: &Image<f32, { _ }, { _ }, { _ }, { _ }, { _ }, { _ }, { _ }>,
shadow_map_sampler: &Sampler,
debug_slab: &mut [u32],
primitive_id: Id<PrimitiveDescriptor>,
frag_coord: Vec4,
in_color: Vec4,
in_uv0: Vec2,
in_uv1: Vec2,
in_norm: Vec3,
in_tangent: Vec3,
in_bitangent: Vec3,
world_pos: Vec3,
output: &mut Vec4,
)
Expand description
primitive fragment shader