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<title>test_shaders - WGSL documentation</title>
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<header>
<hgroup>
<h1>test_shaders</h1>
<p>wgsldoc documentation</p>
</hgroup>
<nav>
<ul>
<li><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/index.html">Main page</a></li>
<li><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/index.html">Modules</a></li>
<li><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/source/another.html">Source</a></li>
</ul>
</nav>
</header>
<main>
<h1>Module <code>another</code></h1>
<hr>
<h2>Imports</h2>
<hr>
<li>
<i>aabb.wgsl</i> as <code>
<a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/aabb/index.html">Aabb</a>
</code>
</li>
<h2>Bindings</h2>
<hr>
<table>
<thead>
<tr>
<th>Group</th>
<th>Binding</th>
<th>Name</th>
<th>Type</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>0</strong>
</td>
<td>
<strong>screen_texture</strong>
<br>
<small>Screen color texture containing the rendered scene</small>
</td>
<td>
<code>
texture_2d
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>1</strong>
</td>
<td>
<strong>screen_sampler</strong>
</td>
<td>
<code>
sampler
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>2</strong>
</td>
<td>
<strong>normals_texture</strong>
<br>
<small>Normal vectors texture in view space for lighting calculations</small>
</td>
<td>
<code>
texture_2d
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>3</strong>
</td>
<td>
<strong>normals_sampler</strong>
</td>
<td>
<code>
sampler
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>4</strong>
</td>
<td>
<strong>depth_texture</strong>
<br>
<small>Depth buffer texture storing scene depth information</small>
</td>
<td>
<code>
texture_2d
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>5</strong>
</td>
<td>
<strong>depth_sampler</strong>
</td>
<td>
<code>
sampler
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>6</strong>
</td>
<td>
<strong>world_volume</strong>
</td>
<td>
<code>
texture_3d
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>7</strong>
</td>
<td>
<strong>jitter</strong>
<br>
<small>Jitter values for temporal anti-aliasing and sampling</small>
</td>
<td>
<code>
<a href='./struct.Jitter.html'>Jitter</a>
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>8</strong>
</td>
<td>
<strong>view</strong>
</td>
<td>
<code>
View
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>9</strong>
</td>
<td>
<strong>blue_noise</strong>
<br>
<small>Blue noise texture for high-quality stochastic sampling</small>
</td>
<td>
<code>
texture_2d
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>10</strong>
</td>
<td>
<strong>blue_noise_sampler</strong>
</td>
<td>
<code>
sampler
</code>
</td>
</tr>
<tr>
<td>
<strong>0</strong>
</td>
<td>
<strong>11</strong>
</td>
<td>
<strong>aabb</strong>
</td>
<td>
<code>
<a href='../aabb/index.html'>Aabb</a>::<a href='../aabb/struct.Aabb.html'>Aabb</a>
</code>
</td>
</tr>
</tbody>
</table>
<h2>Constants</h2>
<hr>
<table>
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Value</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<strong>LIGHT_RADIUS</strong>
</td>
<td>
<code>
f32
</code>
</td>
<td>0.08</td>
</tr>
<tr>
<td>
<strong>LIGHT_DIR</strong>
</td>
<td>
<code>
vec3<f32>
</code>
</td>
<td>vec3<f32>(0.30, -0.95, 0.12)</td>
</tr>
<tr>
<td>
<strong>MAX_SHADOW_DISTANCE</strong>
</td>
<td>
<code>
f32
</code>
</td>
<td>10.0</td>
</tr>
<tr>
<td>
<strong>AO_RADIUS</strong>
<br>
<small>Ambient Occlusion radius (How far to trace for occluders) </small>
</td>
<td>
<code>
f32
</code>
</td>
<td>2.0</td>
</tr>
<tr>
<td>
<strong>AO_SAMPLES</strong>
<br>
<small>Ambient Occlusion samples (Number of AO samples per pixel)</small>
</td>
<td>
<code>
u32
</code>
</td>
<td>4u</td>
</tr>
<tr>
<td>
<strong>AO_STRENGTH</strong>
<br>
<small>Ambient Occlusion strength (How strong the AO effect is)</small>
</td>
<td>
<code>
f32
</code>
</td>
<td>0.6</td>
</tr>
<tr>
<td>
<strong>PI</strong>
<br>
<small>Super cool constant, what does that mean?</small>
</td>
<td>
<code>
f32
</code>
</td>
<td>3.1415926535897932384626433</td>
</tr>
<tr>
<td>
<strong>VOXEL_SIZE</strong>
</td>
<td>
(infer)
</td>
<td>1. / 8.</td>
</tr>
</tbody>
</table>
<h2>Functions</h2>
<hr>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.map_blue_noise.html">map_blue_noise</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.fragment.html">fragment</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.calculate_ambient_occlusion.html">calculate_ambient_occlusion</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.render.html">render</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.intersectAABB.html">intersectAABB</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.cosine_sample_hemisphere.html">cosine_sample_hemisphere</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.get_ray_direction2.html">get_ray_direction2</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.get_ray_direction.html">get_ray_direction</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.get_ray_origin.html">get_ray_origin</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/fn.rand.html">rand</a></code></li>
<h2>Structures</h2>
<hr>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/struct.DebugOptionsRaw.html">DebugOptionsRaw</a></code></li>
<li><code><a href="/home/nutov2/doc/ks/proj/wgsldoc/test_shaders/docs/modules/another/struct.Jitter.html">Jitter</a></code></li>
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