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Created June 4, 2020 18:19
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PipelineLayout {
bind_groups: [
BindGroupDescriptor {
index: 0,
bindings: [
BindingDescriptor {
name: "Camera2d",
index: 0,
bind_type: Uniform {
dynamic: false,
properties: [
UniformProperty {
name: "Camera2d",
property_type: Struct(
[
UniformProperty {
name: "",
property_type: Mat4,
},
],
),
},
],
},
},
],
id: BindGroupDescriptorId(
4091046635199674948,
),
},
BindGroupDescriptor {
index: 1,
bindings: [
BindingDescriptor {
name: "SpriteSheet_dimensions",
index: 0,
bind_type: Uniform {
dynamic: false,
properties: [
UniformProperty {
name: "SpriteSheet_dimensions",
property_type: Struct(
[
UniformProperty {
name: "",
property_type: Vec2,
},
],
),
},
],
},
},
BindingDescriptor {
name: "SpriteSheet_sprites",
index: 1,
bind_type: StorageBuffer {
dynamic: false,
readonly: true,
},
},
BindingDescriptor {
name: "SpriteSheet_texture",
index: 2,
bind_type: SampledTexture {
multisampled: false,
dimension: D2,
component_type: Float,
},
},
BindingDescriptor {
name: "SpriteSheet_texture_sampler",
index: 3,
bind_type: Sampler {
comparison: false,
},
},
],
id: BindGroupDescriptorId(
14585101196138179279,
),
},
BindGroupDescriptor {
index: 2,
bindings: [
BindingDescriptor {
name: "SpriteSheetSprite",
index: 0,
bind_type: Uniform {
dynamic: false,
properties: [
UniformProperty {
name: "SpriteSheetSprite",
property_type: Struct(
[
UniformProperty {
name: "",
property_type: Vec3,
},
UniformProperty {
name: "",
property_type: Float,
},
UniformProperty {
name: "",
property_type: UInt,
},
],
),
},
],
},
},
],
id: BindGroupDescriptorId(
16480468387531481942,
),
},
],
vertex_buffer_descriptors: [
VertexBufferDescriptor {
name: "Vertex",
stride: 32,
step_mode: Vertex,
attributes: [
VertexAttributeDescriptor {
name: "Vertex_Position",
offset: 0,
format: Float3,
shader_location: 0,
},
VertexAttributeDescriptor {
name: "Vertex_Normal",
offset: 12,
format: Float3,
shader_location: 1,
},
VertexAttributeDescriptor {
name: "Vertex_Uv",
offset: 24,
format: Float2,
shader_location: 2,
},
],
},
VertexBufferDescriptor {
name: "gl_VertexIndex",
stride: 4,
step_mode: Vertex,
attributes: [
VertexAttributeDescriptor {
name: "gl_VertexIndex",
offset: 0,
format: Int,
shader_location: 4294967295,
},
],
},
],
}
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