#[repr(C)]pub struct Vertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub color: [f32; 4],
pub uv: [f32; 2],
pub tangent: [f32; 4],
}Expand description
Per-vertex data: position, normal, base color, UV coordinates, tangent.
Layout (64 bytes, 4-byte aligned):
- position: [f32; 3] — offset 0, 12 bytes
- normal: [f32; 3] — offset 12, 12 bytes
- color: [f32; 4] — offset 24, 16 bytes
- uv: [f32; 2] — offset 40, 8 bytes
- tangent: [f32; 4] — offset 48, 16 bytes (xyz=tangent direction, w=handedness ±1)
tangent.w is the bitangent handedness. Reconstruct bitangent as:
bitangent = cross(normal, tangent.xyz) * tangent.w
Fields§
§position: [f32; 3]Local-space vertex position (shader location 0).
normal: [f32; 3]Vertex normal in local space (shader location 1).
color: [f32; 4]Vertex color RGBA in linear 0..1 (shader location 2).
uv: [f32; 2]UV texture coordinates (shader location 3).
tangent: [f32; 4]Tangent vector [tx, ty, tz, handedness] (shader location 4). w is ±1.
Implementations§
Source§impl Vertex
impl Vertex
Sourcepub fn buffer_layout() -> VertexBufferLayout<'static>
pub fn buffer_layout() -> VertexBufferLayout<'static>
wgpu vertex buffer layout matching shader locations 0, 1, 2, 3, 4.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Vertex
impl RefUnwindSafe for Vertex
impl Send for Vertex
impl Sync for Vertex
impl Unpin for Vertex
impl UnsafeUnpin for Vertex
impl UnwindSafe for Vertex
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type Bits = T
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