pub struct FullscreenShader(/* private fields */);
Expand description
A shader that renders to the whole screen. Useful for post-processing.
Implementations§
Source§impl FullscreenShader
impl FullscreenShader
Sourcepub fn to_vertex_state(&self) -> VertexState
pub fn to_vertex_state(&self) -> VertexState
Creates a VertexState
that uses the FullscreenShader
to output a
struct FullscreenVertexOutput {
@builtin(position)
position: vec4<f32>;
@location(0)
uv: vec2<f32>;
};
from the vertex shader.
The draw call should render one triangle: render_pass.draw(0..3, 0..1);
Trait Implementations§
Source§impl Clone for FullscreenShader
impl Clone for FullscreenShader
Source§fn clone(&self) -> FullscreenShader
fn clone(&self) -> FullscreenShader
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl FromWorld for FullscreenShader
impl FromWorld for FullscreenShader
Source§fn from_world(world: &mut World) -> FullscreenShader
fn from_world(world: &mut World) -> FullscreenShader
Creates
Self
using data from the given World
.impl Resource for FullscreenShader
Auto Trait Implementations§
impl Freeze for FullscreenShader
impl !RefUnwindSafe for FullscreenShader
impl Send for FullscreenShader
impl Sync for FullscreenShader
impl Unpin for FullscreenShader
impl !UnwindSafe for FullscreenShader
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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fn borrow_mut(&mut self) -> &mut T
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