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fourJS
renderWebgpu
Namespace renderWebgpu
References
applyStencilReference
→
applyStencilReference
batchVertexBufferLayout
→
batchVertexBufferLayout
blendStateFor
→
blendStateFor
CacheableGeometry
→
CacheableGeometry
CLEAR_SHADER_SOURCE
→
CLEAR_SHADER_SOURCE
CLEAR_STENCIL
→
CLEAR_STENCIL
CLEAR_VERTEX_COUNT
→
CLEAR_VERTEX_COUNT
clearRegisteredPickingPipeline
→
clearRegisteredPickingPipeline
clearRegisteredSkinningPipeline
→
clearRegisteredSkinningPipeline
clearRegisteredWebgpuNodeMaterialPipeline
→
clearRegisteredWebgpuNodeMaterialPipeline
COLOR_BUFFER_LAYOUT
→
COLOR_BUFFER_LAYOUT
COLOR_SHADER_LOCATION
→
COLOR_SHADER_LOCATION
COMPUTE_ENTRY_POINT
→
COMPUTE_ENTRY_POINT
ComputeBinding
→
ComputeBinding
ComputeBindingAccess
→
ComputeBindingAccess
ComputeBufferOptions
→
ComputeBufferOptions
ComputePassDescriptor
→
ComputePassDescriptor
createComputeBuffer
→
createComputeBuffer
createDrawBindGroupLayout
→
createDrawBindGroupLayout
createEffectBindGroupLayout
→
createEffectBindGroupLayout
createJointPaletteBindGroupLayout
→
createJointPaletteBindGroupLayout
createLightsBindGroupLayout
→
createLightsBindGroupLayout
createParticleBindGroupLayout
→
createParticleBindGroupLayout
createShadowLightsBindGroupLayout
→
createShadowLightsBindGroupLayout
createShadowSampler
→
createShadowSampler
createSpriteBindGroupLayout
→
createSpriteBindGroupLayout
createStandardBindGroupLayout
→
createStandardBindGroupLayout
createTextureBindGroupLayout
→
createTextureBindGroupLayout
createWgpuBatching
→
createWgpuBatching
DRAW_COLOR_OFFSET
→
DRAW_COLOR_OFFSET
DRAW_MODEL_OFFSET
→
DRAW_MODEL_OFFSET
DRAW_NORMAL_OFFSET
→
DRAW_NORMAL_OFFSET
DRAW_UNIFORM_BYTES
→
DRAW_UNIFORM_BYTES
DRAW_UNIFORM_FLOATS
→
DRAW_UNIFORM_FLOATS
DRAW_UNIFORM_WGSL
→
DRAW_UNIFORM_WGSL
DRAW_VIEW_PROJECTION_OFFSET
→
DRAW_VIEW_PROJECTION_OFFSET
EFFECT_BIND_GROUP_INDEX
→
EFFECT_BIND_GROUP_INDEX
EFFECT_GRADE_OFFSET
→
EFFECT_GRADE_OFFSET
EFFECT_PASS_VERTEX_COUNT
→
EFFECT_PASS_VERTEX_COUNT
EFFECT_UNIFORM_BYTES
→
EFFECT_UNIFORM_BYTES
EFFECT_UNIFORM_WGSL
→
EFFECT_UNIFORM_WGSL
effectShaderSource
→
effectShaderSource
emitShaderGraphWgsl
→
emitShaderGraphWgsl
EmittedWgslNodeShader
→
EmittedWgslNodeShader
FRAGMENT_ENTRY_POINT
→
FRAGMENT_ENTRY_POINT
frameWantsStencil
→
frameWantsStencil
Gpu
→
Gpu
GPU_BUFFER_USAGE
→
GPU_BUFFER_USAGE
GPU_MAP_MODE
→
GPU_MAP_MODE
GPU_SHADER_STAGE
→
GPU_SHADER_STAGE
GPU_TEXTURE_USAGE
→
GPU_TEXTURE_USAGE
GpuAdapter
→
GpuAdapter
GpuBindGroup
→
GpuBindGroup
GpuBindGroupEntry
→
GpuBindGroupEntry
GpuBindGroupLayout
→
GpuBindGroupLayout
GpuBindGroupLayoutEntry
→
GpuBindGroupLayoutEntry
GpuBlendComponent
→
GpuBlendComponent
GpuBlendState
→
GpuBlendState
GpuBuffer
→
GpuBuffer
GpuBufferBinding
→
GpuBufferBinding
GpuBufferDescriptor
→
GpuBufferDescriptor
GpuCanvasContext
→
GpuCanvasContext
GpuCommandBuffer
→
GpuCommandBuffer
GpuCommandEncoder
→
GpuCommandEncoder
GpuComputePassEncoder
→
GpuComputePassEncoder
GpuComputePipeline
→
GpuComputePipeline
GpuComputePipelineDescriptor
→
GpuComputePipelineDescriptor
GpuDevice
→
GpuDevice
GpuDeviceLostInfo
→
GpuDeviceLostInfo
GpuPipelineLayout
→
GpuPipelineLayout
GpuQuerySet
→
GpuQuerySet
GpuQueue
→
GpuQueue
GpuRenderPassDescriptor
→
GpuRenderPassDescriptor
GpuRenderPassEncoder
→
GpuRenderPassEncoder
GpuRenderPipeline
→
GpuRenderPipeline
GpuRenderPipelineDescriptor
→
GpuRenderPipelineDescriptor
GpuSampler
→
GpuSampler
GpuSamplerDescriptor
→
GpuSamplerDescriptor
GpuShaderModule
→
GpuShaderModule
GpuStencilFaceState
→
GpuStencilFaceState
GpuTexture
→
GpuTexture
GpuTextureDescriptor
→
GpuTextureDescriptor
GpuTextureView
→
GpuTextureView
GpuTextureViewDescriptor
→
GpuTextureViewDescriptor
GpuVertexBufferLayout
→
GpuVertexBufferLayout
HEMISPHERE_GROUND_OFFSET
→
HEMISPHERE_GROUND_OFFSET
HEMISPHERE_IRRADIANCE_WGSL
→
HEMISPHERE_IRRADIANCE_WGSL
HEMISPHERE_SKY_OFFSET
→
HEMISPHERE_SKY_OFFSET
HEMISPHERE_UNIFORM_MEMBERS_WGSL
→
HEMISPHERE_UNIFORM_MEMBERS_WGSL
HEMISPHERE_UP_OFFSET
→
HEMISPHERE_UP_OFFSET
hostGpu
→
hostGpu
ID_MODEL_OFFSET
→
ID_MODEL_OFFSET
ID_PICK_OFFSET
→
ID_PICK_OFFSET
ID_SHADER_SOURCE
→
ID_SHADER_SOURCE
ID_UNIFORM_BYTES
→
ID_UNIFORM_BYTES
ID_VIEW_PROJECTION_OFFSET
→
ID_VIEW_PROJECTION_OFFSET
isWebgpuSupported
→
isWebgpuSupported
JOINT_PALETTE_BINDING
→
JOINT_PALETTE_BINDING
JOINT_PALETTE_BYTES
→
JOINT_PALETTE_BYTES
JOINT_PALETTE_FLOATS
→
JOINT_PALETTE_FLOATS
JOINTS_BUFFER_LAYOUT
→
JOINTS_BUFFER_LAYOUT
JOINTS_SHADER_LOCATION
→
JOINTS_SHADER_LOCATION
LIGHT_AMBIENT_OFFSET
→
LIGHT_AMBIENT_OFFSET
LIGHT_BINDING_BYTES
→
LIGHT_BINDING_BYTES
LIGHT_CAMERA_OFFSET
→
LIGHT_CAMERA_OFFSET
LIGHT_COLOR_OFFSET
→
LIGHT_COLOR_OFFSET
LIGHT_COUNTS_OFFSET
→
LIGHT_COUNTS_OFFSET
LIGHT_DIRECTION_OFFSET
→
LIGHT_DIRECTION_OFFSET
LIGHT_PUNCTUAL_COLOR_OFFSET
→
LIGHT_PUNCTUAL_COLOR_OFFSET
LIGHT_PUNCTUAL_DIRECTION_OFFSET
→
LIGHT_PUNCTUAL_DIRECTION_OFFSET
LIGHT_PUNCTUAL_PARAMS_OFFSET
→
LIGHT_PUNCTUAL_PARAMS_OFFSET
LIGHT_PUNCTUAL_POSITION_OFFSET
→
LIGHT_PUNCTUAL_POSITION_OFFSET
LIGHT_UNIFORM_BYTES
→
LIGHT_UNIFORM_BYTES
LIGHT_UNIFORM_FLOATS
→
LIGHT_UNIFORM_FLOATS
LIGHT_UNIFORM_MEMBERS_WGSL
→
LIGHT_UNIFORM_MEMBERS_WGSL
LIGHT_UNIFORM_STRIDE_BYTES
→
LIGHT_UNIFORM_STRIDE_BYTES
LIGHT_UNIFORM_STRIDE_FLOATS
→
LIGHT_UNIFORM_STRIDE_FLOATS
LIGHT_UNIFORM_WGSL
→
LIGHT_UNIFORM_WGSL
LIGHTS_BIND_GROUP_INDEX
→
LIGHTS_BIND_GROUP_INDEX
litFragmentStageWgsl
→
litFragmentStageWgsl
litShaderSource
→
litShaderSource
MAP_BIND_GROUP_INDEX
→
MAP_BIND_GROUP_INDEX
MAP_BINDING_WGSL
→
MAP_BINDING_WGSL
MAP_SAMPLER_BINDING
→
MAP_SAMPLER_BINDING
MAP_TEXTURE_BINDING
→
MAP_TEXTURE_BINDING
mipLevelCount
→
mipLevelCount
MIPMAP_SHADER_SOURCE
→
MIPMAP_SHADER_SOURCE
NODE_SCREEN_BLOCK_BASE_BYTES
→
NODE_SCREEN_BLOCK_BASE_BYTES
NODE_SCREEN_TEXTURE_GROUP
→
NODE_SCREEN_TEXTURE_GROUP
NODE_SURFACE_BLOCK_BASE_BYTES
→
NODE_SURFACE_BLOCK_BASE_BYTES
NODE_SURFACE_BLOCK_GROUP
→
NODE_SURFACE_BLOCK_GROUP
NODE_SURFACE_TEXTURE_GROUP
→
NODE_SURFACE_TEXTURE_GROUP
NORMAL_BUFFER_LAYOUT
→
NORMAL_BUFFER_LAYOUT
NORMAL_MATRIX_WGSL
→
NORMAL_MATRIX_WGSL
NORMAL_SHADER_LOCATION
→
NORMAL_SHADER_LOCATION
PACKAGE_NAME
→
PACKAGE_NAME
PARTICLE_APPEARANCE_SHADER_SOURCE
→
PARTICLE_APPEARANCE_SHADER_SOURCE
PARTICLE_GPU_INSTANCE_BUFFER_LAYOUT
→
PARTICLE_GPU_INSTANCE_BUFFER_LAYOUT
PARTICLE_GPU_POSITION_BUFFER_LAYOUT
→
PARTICLE_GPU_POSITION_BUFFER_LAYOUT
PARTICLE_GPU_VERTEX_BUFFER_LAYOUTS
→
PARTICLE_GPU_VERTEX_BUFFER_LAYOUTS
PARTICLE_ID_MODEL_OFFSET
→
PARTICLE_ID_MODEL_OFFSET
PARTICLE_ID_PICK_OFFSET
→
PARTICLE_ID_PICK_OFFSET
PARTICLE_ID_PROJECTION_OFFSET
→
PARTICLE_ID_PROJECTION_OFFSET
PARTICLE_ID_SHADER_SOURCE
→
PARTICLE_ID_SHADER_SOURCE
PARTICLE_ID_UNIFORM_BYTES
→
PARTICLE_ID_UNIFORM_BYTES
PARTICLE_ID_VIEW_OFFSET
→
PARTICLE_ID_VIEW_OFFSET
PARTICLE_INSTANCE_BUFFER_LAYOUT
→
PARTICLE_INSTANCE_BUFFER_LAYOUT
PARTICLE_INSTANCE_STRIDE_BYTES
→
PARTICLE_INSTANCE_STRIDE_BYTES
PARTICLE_INTEGRATOR_SHADER_SOURCE
→
PARTICLE_INTEGRATOR_SHADER_SOURCE
PARTICLE_INTEGRATOR_WORKGROUP_SIZE
→
PARTICLE_INTEGRATOR_WORKGROUP_SIZE
PARTICLE_MODEL_OFFSET
→
PARTICLE_MODEL_OFFSET
PARTICLE_PROJECTION_OFFSET
→
PARTICLE_PROJECTION_OFFSET
PARTICLE_SHADER_SOURCE
→
PARTICLE_SHADER_SOURCE
PARTICLE_SIMULATION_PARAMS_FLOATS
→
PARTICLE_SIMULATION_PARAMS_FLOATS
PARTICLE_SIMULATION_SCRATCH_BYTES
→
PARTICLE_SIMULATION_SCRATCH_BYTES
PARTICLE_SIMULATION_VECTOR_BYTES
→
PARTICLE_SIMULATION_VECTOR_BYTES
PARTICLE_UNIFORM_BYTES
→
PARTICLE_UNIFORM_BYTES
PARTICLE_UNIFORM_WGSL
→
PARTICLE_UNIFORM_WGSL
PARTICLE_VERTEX_BUFFER_LAYOUTS
→
PARTICLE_VERTEX_BUFFER_LAYOUTS
PARTICLE_VIEW_OFFSET
→
PARTICLE_VIEW_OFFSET
PARTICLE_WIDE_INSTANCE_BUFFER_LAYOUT
→
PARTICLE_WIDE_INSTANCE_BUFFER_LAYOUT
PARTICLE_WIDE_INSTANCE_STRIDE_BYTES
→
PARTICLE_WIDE_INSTANCE_STRIDE_BYTES
particleIntegratorWorkgroups
→
particleIntegratorWorkgroups
ParticleSimulationFieldParams
→
ParticleSimulationFieldParams
PickingRendererHost
→
PickingRendererHost
PickingServiceFactory
→
PickingServiceFactory
pipelineKey
→
pipelineKey
POSITION_BUFFER_LAYOUT
→
POSITION_BUFFER_LAYOUT
POSITION_SHADER_LOCATION
→
POSITION_SHADER_LOCATION
PUNCTUAL_LIGHT_WGSL
→
PUNCTUAL_LIGHT_WGSL
READBACK_ROW_ALIGNMENT
→
READBACK_ROW_ALIGNMENT
readbackBytesPerRow
→
readbackBytesPerRow
readComputeBufferBytes
→
readComputeBufferBytes
readTexturePixels
→
readTexturePixels
registerPickingPipeline
→
registerPickingPipeline
registerSkinningPipeline
→
registerSkinningPipeline
registerWebgpuNodeMaterialPipeline
→
registerWebgpuNodeMaterialPipeline
registerWebgpuRenderer
→
registerWebgpuRenderer
RENDER_TARGET_COLOR_FORMAT
→
RENDER_TARGET_COLOR_FORMAT
RENDER_TARGET_DEPTH_FORMAT
→
RENDER_TARGET_DEPTH_FORMAT
RENDER_TARGET_DEPTH_STENCIL_FORMAT
→
RENDER_TARGET_DEPTH_STENCIL_FORMAT
RENDER_TARGET_DEPTH_TEXTURE_FORMAT
→
RENDER_TARGET_DEPTH_TEXTURE_FORMAT
renderTargetDepthFormat
→
renderTargetDepthFormat
ResolvedSamplerState
→
ResolvedSamplerState
resolvePickingServiceFactory
→
resolvePickingServiceFactory
resolveSkinningPipelineFactory
→
resolveSkinningPipelineFactory
resolveWebgpuNodeMaterialPipelineFactory
→
resolveWebgpuNodeMaterialPipelineFactory
samplerKey
→
samplerKey
setWebgpuNodeMaterialPipelineFactory
→
setWebgpuNodeMaterialPipelineFactory
SHADED_MAP_BIND_GROUP_INDEX
→
SHADED_MAP_BIND_GROUP_INDEX
SHADED_MAP_BINDING_WGSL
→
SHADED_MAP_BINDING_WGSL
SHADED_MR_BIND_GROUP_INDEX
→
SHADED_MR_BIND_GROUP_INDEX
SHADED_MR_BINDING_WGSL
→
SHADED_MR_BINDING_WGSL
shadedMrBindingWgsl
→
shadedMrBindingWgsl
shadedVertexBufferLayouts
→
shadedVertexBufferLayouts
shadedVertexStageWgsl
→
shadedVertexStageWgsl
SHADOW_FACTOR_WGSL
→
SHADOW_FACTOR_WGSL
SHADOW_LIGHT_UNIFORM_BYTES
→
SHADOW_LIGHT_UNIFORM_BYTES
SHADOW_LIGHT_UNIFORM_WGSL
→
SHADOW_LIGHT_UNIFORM_WGSL
SHADOW_MAP_BINDING
→
SHADOW_MAP_BINDING
SHADOW_MATRIX_OFFSET
→
SHADOW_MATRIX_OFFSET
SHADOW_PARAMS_OFFSET
→
SHADOW_PARAMS_OFFSET
SHADOW_SAMPLER_BINDING
→
SHADOW_SAMPLER_BINDING
SHADOW_SHADER_SOURCE
→
SHADOW_SHADER_SOURCE
SHADOW_UNIFORM_SPARE_BYTES
→
SHADOW_UNIFORM_SPARE_BYTES
SKINNED_ID_PALETTE_BYTES
→
SKINNED_ID_PALETTE_BYTES
SKINNED_ID_SHADER_SOURCE
→
SKINNED_ID_SHADER_SOURCE
SKINNED_SHADOW_SHADER_SOURCE
→
SKINNED_SHADOW_SHADER_SOURCE
SKINNED_SHADOW_VERTEX_BUFFER_LAYOUTS
→
SKINNED_SHADOW_VERTEX_BUFFER_LAYOUTS
SkinnedLitPipeline
→
SkinnedLitPipeline
skinnedLitShaderSource
→
skinnedLitShaderSource
skinnedLitVertexBufferLayouts
→
skinnedLitVertexBufferLayouts
skinnedPaletteBindGroupIndex
→
skinnedPaletteBindGroupIndex
SkinnedPrograms
→
SkinnedPrograms
skinnedShadowShaderSource
→
skinnedShadowShaderSource
SkinnedUnlitPipeline
→
SkinnedUnlitPipeline
skinnedUnlitShaderSource
→
skinnedUnlitShaderSource
skinnedUnlitVertexBufferLayouts
→
skinnedUnlitVertexBufferLayouts
SkinningPipelineFactory
→
SkinningPipelineFactory
SkinningPipelineHost
→
SkinningPipelineHost
skinningWgsl
→
skinningWgsl
SPRITE_MODEL_OFFSET
→
SPRITE_MODEL_OFFSET
SPRITE_SHADER_SOURCE
→
SPRITE_SHADER_SOURCE
SPRITE_TINT_OFFSET
→
SPRITE_TINT_OFFSET
SPRITE_UNIFORM_BYTES
→
SPRITE_UNIFORM_BYTES
SPRITE_UNIFORM_WGSL
→
SPRITE_UNIFORM_WGSL
SPRITE_VIEW_PROJECTION_OFFSET
→
SPRITE_VIEW_PROJECTION_OFFSET
STANDARD_BASE_COLOR_OFFSET
→
STANDARD_BASE_COLOR_OFFSET
STANDARD_EMISSIVE_OFFSET
→
STANDARD_EMISSIVE_OFFSET
STANDARD_MODEL_OFFSET
→
STANDARD_MODEL_OFFSET
STANDARD_NORMAL_OFFSET
→
STANDARD_NORMAL_OFFSET
STANDARD_SURFACE_OFFSET
→
STANDARD_SURFACE_OFFSET
STANDARD_UNIFORM_BYTES
→
STANDARD_UNIFORM_BYTES
STANDARD_UNIFORM_WGSL
→
STANDARD_UNIFORM_WGSL
STANDARD_VIEW_PROJECTION_OFFSET
→
STANDARD_VIEW_PROJECTION_OFFSET
standardShaderSource
→
standardShaderSource
STENCIL_ALL_BITS
→
STENCIL_ALL_BITS
stencilDescriptor
→
stencilDescriptor
stencilStateFor
→
stencilStateFor
textureByteLength
→
textureByteLength
UNIFORM_STRIDE_BYTES
→
UNIFORM_STRIDE_BYTES
unlitFragmentStageWgsl
→
unlitFragmentStageWgsl
unlitShaderSource
→
unlitShaderSource
unlitVertexBufferLayouts
→
unlitVertexBufferLayouts
UV_BUFFER_LAYOUT
→
UV_BUFFER_LAYOUT
UV_SHADER_LOCATION
→
UV_SHADER_LOCATION
VERTEX_ENTRY_POINT
→
VERTEX_ENTRY_POINT
WebgpuCanvas
→
WebgpuCanvas
WebgpuPickingService
→
WebgpuPickingService
WebgpuRenderer
→
WebgpuRenderer
WEIGHTS_BUFFER_LAYOUT
→
WEIGHTS_BUFFER_LAYOUT
WEIGHTS_SHADER_LOCATION
→
WEIGHTS_SHADER_LOCATION
WgpuBatching
→
WgpuBatching
WgpuBatchStream
→
WgpuBatchStream
WgpuCacheableRenderTarget
→
WgpuCacheableRenderTarget
WgpuCacheableTexture
→
WgpuCacheableTexture
WgpuComputeBuffer
→
WgpuComputeBuffer
WgpuComputeCache
→
WgpuComputeCache
WgpuEffectKind
→
WgpuEffectKind
WgpuGeometryCache
→
WgpuGeometryCache
WgpuGeometryRecord
→
WgpuGeometryRecord
WgpuNodeFrameState
→
WgpuNodeFrameState
WgpuNodeItemMaterial
→
WgpuNodeItemMaterial
WgpuNodeMaterialPipelineFactory
→
WgpuNodeMaterialPipelineFactory
WgpuNodeMaterialPipelines
→
WgpuNodeMaterialPipelines
WgpuNodePipelineHost
→
WgpuNodePipelineHost
WgpuNodePipelineStore
→
WgpuNodePipelineStore
WgpuParticleCache
→
WgpuParticleCache
WgpuParticleRecord
→
WgpuParticleRecord
WgpuParticleSimulation
→
WgpuParticleSimulation
WgpuParticleSimulationOptions
→
WgpuParticleSimulationOptions
WgpuPipelineCache
→
WgpuPipelineCache
WgpuPipelineDescriptor
→
WgpuPipelineDescriptor
WgpuPipelineKind
→
WgpuPipelineKind
WgpuRenderBatching
→
WgpuRenderBatching
WgpuRenderTargetCache
→
WgpuRenderTargetCache
WgpuRenderTargetRecord
→
WgpuRenderTargetRecord
WgpuSkinnedDrawDescriptor
→
WgpuSkinnedDrawDescriptor
WgpuSkinnedShadowDescriptor
→
WgpuSkinnedShadowDescriptor
WgpuStencilDescriptor
→
WgpuStencilDescriptor
WgpuStencilSource
→
WgpuStencilSource
WgpuTextureCache
→
WgpuTextureCache
WgpuTextureRecord
→
WgpuTextureRecord
writeComputeBuffer
→
writeComputeBuffer
writeLightUniforms
→
writeLightUniforms
writeParticleSimulationParams
→
writeParticleSimulationParams
writeShadowUniforms
→
writeShadowUniforms
Settings
Member Visibility
Protected
Inherited
External
Theme
OS
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On This Page
References
apply
Stencil
Reference
batch
Vertex
Buffer
Layout
blend
State
For
Cacheable
Geometry
CLEAR_
SHADER_
SOURCE
CLEAR_
STENCIL
CLEAR_
VERTEX_
COUNT
clear
Registered
Picking
Pipeline
clear
Registered
Skinning
Pipeline
clear
Registered
Webgpu
Node
Material
Pipeline
COLOR_
BUFFER_
LAYOUT
COLOR_
SHADER_
LOCATION
COMPUTE_
ENTRY_
POINT
Compute
Binding
Compute
Binding
Access
Compute
Buffer
Options
Compute
Pass
Descriptor
create
Compute
Buffer
create
Draw
Bind
Group
Layout
create
Effect
Bind
Group
Layout
create
Joint
Palette
Bind
Group
Layout
create
Lights
Bind
Group
Layout
create
Particle
Bind
Group
Layout
create
Shadow
Lights
Bind
Group
Layout
create
Shadow
Sampler
create
Sprite
Bind
Group
Layout
create
Standard
Bind
Group
Layout
create
Texture
Bind
Group
Layout
create
Wgpu
Batching
DRAW_
COLOR_
OFFSET
DRAW_
MODEL_
OFFSET
DRAW_
NORMAL_
OFFSET
DRAW_
UNIFORM_
BYTES
DRAW_
UNIFORM_
FLOATS
DRAW_
UNIFORM_
WGSL
DRAW_
VIEW_
PROJECTION_
OFFSET
EFFECT_
BIND_
GROUP_
INDEX
EFFECT_
GRADE_
OFFSET
EFFECT_
PASS_
VERTEX_
COUNT
EFFECT_
UNIFORM_
BYTES
EFFECT_
UNIFORM_
WGSL
effect
Shader
Source
emit
Shader
Graph
Wgsl
Emitted
Wgsl
Node
Shader
FRAGMENT_
ENTRY_
POINT
frame
Wants
Stencil
Gpu
GPU_
BUFFER_
USAGE
GPU_
MAP_
MODE
GPU_
SHADER_
STAGE
GPU_
TEXTURE_
USAGE
Gpu
Adapter
Gpu
Bind
Group
Gpu
Bind
Group
Entry
Gpu
Bind
Group
Layout
Gpu
Bind
Group
Layout
Entry
Gpu
Blend
Component
Gpu
Blend
State
Gpu
Buffer
Gpu
Buffer
Binding
Gpu
Buffer
Descriptor
Gpu
Canvas
Context
Gpu
Command
Buffer
Gpu
Command
Encoder
Gpu
Compute
Pass
Encoder
Gpu
Compute
Pipeline
Gpu
Compute
Pipeline
Descriptor
Gpu
Device
Gpu
Device
Lost
Info
Gpu
Pipeline
Layout
Gpu
Query
Set
Gpu
Queue
Gpu
Render
Pass
Descriptor
Gpu
Render
Pass
Encoder
Gpu
Render
Pipeline
Gpu
Render
Pipeline
Descriptor
Gpu
Sampler
Gpu
Sampler
Descriptor
Gpu
Shader
Module
Gpu
Stencil
Face
State
Gpu
Texture
Gpu
Texture
Descriptor
Gpu
Texture
View
Gpu
Texture
View
Descriptor
Gpu
Vertex
Buffer
Layout
HEMISPHERE_
GROUND_
OFFSET
HEMISPHERE_
IRRADIANCE_
WGSL
HEMISPHERE_
SKY_
OFFSET
HEMISPHERE_
UNIFORM_
MEMBERS_
WGSL
HEMISPHERE_
UP_
OFFSET
host
Gpu
ID_
MODEL_
OFFSET
ID_
PICK_
OFFSET
ID_
SHADER_
SOURCE
ID_
UNIFORM_
BYTES
ID_
VIEW_
PROJECTION_
OFFSET
is
Webgpu
Supported
JOINT_
PALETTE_
BINDING
JOINT_
PALETTE_
BYTES
JOINT_
PALETTE_
FLOATS
JOINTS_
BUFFER_
LAYOUT
JOINTS_
SHADER_
LOCATION
LIGHT_
AMBIENT_
OFFSET
LIGHT_
BINDING_
BYTES
LIGHT_
CAMERA_
OFFSET
LIGHT_
COLOR_
OFFSET
LIGHT_
COUNTS_
OFFSET
LIGHT_
DIRECTION_
OFFSET
LIGHT_
PUNCTUAL_
COLOR_
OFFSET
LIGHT_
PUNCTUAL_
DIRECTION_
OFFSET
LIGHT_
PUNCTUAL_
PARAMS_
OFFSET
LIGHT_
PUNCTUAL_
POSITION_
OFFSET
LIGHT_
UNIFORM_
BYTES
LIGHT_
UNIFORM_
FLOATS
LIGHT_
UNIFORM_
MEMBERS_
WGSL
LIGHT_
UNIFORM_
STRIDE_
BYTES
LIGHT_
UNIFORM_
STRIDE_
FLOATS
LIGHT_
UNIFORM_
WGSL
LIGHTS_
BIND_
GROUP_
INDEX
lit
Fragment
Stage
Wgsl
lit
Shader
Source
MAP_
BIND_
GROUP_
INDEX
MAP_
BINDING_
WGSL
MAP_
SAMPLER_
BINDING
MAP_
TEXTURE_
BINDING
mip
Level
Count
MIPMAP_
SHADER_
SOURCE
NODE_
SCREEN_
BLOCK_
BASE_
BYTES
NODE_
SCREEN_
TEXTURE_
GROUP
NODE_
SURFACE_
BLOCK_
BASE_
BYTES
NODE_
SURFACE_
BLOCK_
GROUP
NODE_
SURFACE_
TEXTURE_
GROUP
NORMAL_
BUFFER_
LAYOUT
NORMAL_
MATRIX_
WGSL
NORMAL_
SHADER_
LOCATION
PACKAGE_
NAME
PARTICLE_
APPEARANCE_
SHADER_
SOURCE
PARTICLE_
GPU_
INSTANCE_
BUFFER_
LAYOUT
PARTICLE_
GPU_
POSITION_
BUFFER_
LAYOUT
PARTICLE_
GPU_
VERTEX_
BUFFER_
LAYOUTS
PARTICLE_
ID_
MODEL_
OFFSET
PARTICLE_
ID_
PICK_
OFFSET
PARTICLE_
ID_
PROJECTION_
OFFSET
PARTICLE_
ID_
SHADER_
SOURCE
PARTICLE_
ID_
UNIFORM_
BYTES
PARTICLE_
ID_
VIEW_
OFFSET
PARTICLE_
INSTANCE_
BUFFER_
LAYOUT
PARTICLE_
INSTANCE_
STRIDE_
BYTES
PARTICLE_
INTEGRATOR_
SHADER_
SOURCE
PARTICLE_
INTEGRATOR_
WORKGROUP_
SIZE
PARTICLE_
MODEL_
OFFSET
PARTICLE_
PROJECTION_
OFFSET
PARTICLE_
SHADER_
SOURCE
PARTICLE_
SIMULATION_
PARAMS_
FLOATS
PARTICLE_
SIMULATION_
SCRATCH_
BYTES
PARTICLE_
SIMULATION_
VECTOR_
BYTES
PARTICLE_
UNIFORM_
BYTES
PARTICLE_
UNIFORM_
WGSL
PARTICLE_
VERTEX_
BUFFER_
LAYOUTS
PARTICLE_
VIEW_
OFFSET
PARTICLE_
WIDE_
INSTANCE_
BUFFER_
LAYOUT
PARTICLE_
WIDE_
INSTANCE_
STRIDE_
BYTES
particle
Integrator
Workgroups
Particle
Simulation
Field
Params
Picking
Renderer
Host
Picking
Service
Factory
pipeline
Key
POSITION_
BUFFER_
LAYOUT
POSITION_
SHADER_
LOCATION
PUNCTUAL_
LIGHT_
WGSL
READBACK_
ROW_
ALIGNMENT
readback
Bytes
Per
Row
read
Compute
Buffer
Bytes
read
Texture
Pixels
register
Picking
Pipeline
register
Skinning
Pipeline
register
Webgpu
Node
Material
Pipeline
register
Webgpu
Renderer
RENDER_
TARGET_
COLOR_
FORMAT
RENDER_
TARGET_
DEPTH_
FORMAT
RENDER_
TARGET_
DEPTH_
STENCIL_
FORMAT
RENDER_
TARGET_
DEPTH_
TEXTURE_
FORMAT
render
Target
Depth
Format
Resolved
Sampler
State
resolve
Picking
Service
Factory
resolve
Skinning
Pipeline
Factory
resolve
Webgpu
Node
Material
Pipeline
Factory
sampler
Key
set
Webgpu
Node
Material
Pipeline
Factory
SHADED_
MAP_
BIND_
GROUP_
INDEX
SHADED_
MAP_
BINDING_
WGSL
SHADED_
MR_
BIND_
GROUP_
INDEX
SHADED_
MR_
BINDING_
WGSL
shaded
Mr
Binding
Wgsl
shaded
Vertex
Buffer
Layouts
shaded
Vertex
Stage
Wgsl
SHADOW_
FACTOR_
WGSL
SHADOW_
LIGHT_
UNIFORM_
BYTES
SHADOW_
LIGHT_
UNIFORM_
WGSL
SHADOW_
MAP_
BINDING
SHADOW_
MATRIX_
OFFSET
SHADOW_
PARAMS_
OFFSET
SHADOW_
SAMPLER_
BINDING
SHADOW_
SHADER_
SOURCE
SHADOW_
UNIFORM_
SPARE_
BYTES
SKINNED_
ID_
PALETTE_
BYTES
SKINNED_
ID_
SHADER_
SOURCE
SKINNED_
SHADOW_
SHADER_
SOURCE
SKINNED_
SHADOW_
VERTEX_
BUFFER_
LAYOUTS
Skinned
Lit
Pipeline
skinned
Lit
Shader
Source
skinned
Lit
Vertex
Buffer
Layouts
skinned
Palette
Bind
Group
Index
Skinned
Programs
skinned
Shadow
Shader
Source
Skinned
Unlit
Pipeline
skinned
Unlit
Shader
Source
skinned
Unlit
Vertex
Buffer
Layouts
Skinning
Pipeline
Factory
Skinning
Pipeline
Host
skinning
Wgsl
SPRITE_
MODEL_
OFFSET
SPRITE_
SHADER_
SOURCE
SPRITE_
TINT_
OFFSET
SPRITE_
UNIFORM_
BYTES
SPRITE_
UNIFORM_
WGSL
SPRITE_
VIEW_
PROJECTION_
OFFSET
STANDARD_
BASE_
COLOR_
OFFSET
STANDARD_
EMISSIVE_
OFFSET
STANDARD_
MODEL_
OFFSET
STANDARD_
NORMAL_
OFFSET
STANDARD_
SURFACE_
OFFSET
STANDARD_
UNIFORM_
BYTES
STANDARD_
UNIFORM_
WGSL
STANDARD_
VIEW_
PROJECTION_
OFFSET
standard
Shader
Source
STENCIL_
ALL_
BITS
stencil
Descriptor
stencil
State
For
texture
Byte
Length
UNIFORM_
STRIDE_
BYTES
unlit
Fragment
Stage
Wgsl
unlit
Shader
Source
unlit
Vertex
Buffer
Layouts
UV_
BUFFER_
LAYOUT
UV_
SHADER_
LOCATION
VERTEX_
ENTRY_
POINT
Webgpu
Canvas
Webgpu
Picking
Service
Webgpu
Renderer
WEIGHTS_
BUFFER_
LAYOUT
WEIGHTS_
SHADER_
LOCATION
Wgpu
Batching
Wgpu
Batch
Stream
Wgpu
Cacheable
Render
Target
Wgpu
Cacheable
Texture
Wgpu
Compute
Buffer
Wgpu
Compute
Cache
Wgpu
Effect
Kind
Wgpu
Geometry
Cache
Wgpu
Geometry
Record
Wgpu
Node
Frame
State
Wgpu
Node
Item
Material
Wgpu
Node
Material
Pipeline
Factory
Wgpu
Node
Material
Pipelines
Wgpu
Node
Pipeline
Host
Wgpu
Node
Pipeline
Store
Wgpu
Particle
Cache
Wgpu
Particle
Record
Wgpu
Particle
Simulation
Wgpu
Particle
Simulation
Options
Wgpu
Pipeline
Cache
Wgpu
Pipeline
Descriptor
Wgpu
Pipeline
Kind
Wgpu
Render
Batching
Wgpu
Render
Target
Cache
Wgpu
Render
Target
Record
Wgpu
Skinned
Draw
Descriptor
Wgpu
Skinned
Shadow
Descriptor
Wgpu
Stencil
Descriptor
Wgpu
Stencil
Source
Wgpu
Texture
Cache
Wgpu
Texture
Record
write
Compute
Buffer
write
Light
Uniforms
write
Particle
Simulation
Params
write
Shadow
Uniforms
Documentation
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