Re-exports§
pub use depth::DepthBuffer;pub use lattice::Viewport;pub use line_raster::LineRasterNode;pub use line_raster::LineRasterUniforms;pub use line_raster_static_r4::LineRasterStaticR4Node;pub use line_raster_static_r4::LineRasterStaticR4Uniforms;pub use material::MaterialPipeline;pub use material::MaterialSpec;pub use pass::ColorLoad;pub use pass::FrameFormat;pub use pass::FramePass;pub use pass::FrameTarget;pub use pass::GpuTime;pub use pass::PassError;pub use pass::PassExecutionError;pub use pass::PassPhase;pub use pass::PassSchedule;pub use pass::PassStage;pub use pass::Section;pub use passes::HyperslicePass;pub use passes::LinePass;pub use passes::PointPass;pub use passes::RaymarchPass;pub use passes::SkyGroundPass;pub use point_raster::PointInstance;pub use point_raster::PointRasterNode;pub use point_raster::PointRasterUniforms;pub use present::Presenter;pub use raymarch::RayMarchNode;pub use raymarch::RayMarchUniforms;pub use sky_ground::Ground;pub use sky_ground::Sky;pub use sky_ground::SkyGroundNode;pub use sky_ground::SkyGroundUniforms;pub use triangle_pass::GroundLocked;pub use triangle_pass::TriangleFeed;pub use triangle_raster::FragmentShading;pub use triangle_raster::TriangleRasterNode;pub use triangle_raster::TriangleRasterUniforms;pub use triangle_raster::TriangleVertex;
Modules§
- composite
- Browser WebGPU advertises only linear canvas formats, so the scene renders offscreen and this pass sRGB-encodes it into the swapchain. Native sRGB swapchains skip it.
- depth
- device
- gizmo
- gpu_
timer - wgpu rejects
MAP_READ | QUERY_RESOLVEon one buffer and locks a whole buffer while any slice is mapped, so the resolve buffer copies into a map buffer. - hypergimbal
- lattice
- line_
raster - The caller owns the depth texture and clears it before this node’s draw, which loads both color and depth.
- line_
raster_ static_ r4 - material
- pass
- passes
- point_
raster - present
- raymarch
- A user shader for
RayMarchNodeexportsvs_fullscreen(@builtin(vertex_index))andfs_main(@builtin(position))and bindsRayMarchUniformsat group 0, binding 0. - shader
- Callers pass WGSL modules in dependency order.
- sky_
ground - triangle_
pass - triangle_
raster - view
- Root image space: the eye at the origin looking down -Z. Depth is
near / -z, reversed-Z inDepth32Float, cleared to zero and comparedGreaterEqual; every pass here writes that quantity, andStandardZnodes serve the old paths only.
Enums§
- Depth
Convention ReversedZfollows theviewdepth contract;StandardZserves a standard perspective matrix.- Depth
Mode