Builtin Library
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- README.md458 B
- module.wgsl5.6 KB
README.md
texturing
Texture-sampling helpers a surface shader reaches for beyond a plain
textureSample: stochastic tiling, which hides the repetition grid of a tiled
texture, and reoriented normal blending, which is how two tangent-space normal
maps combine into one.
Pure math and texture reads — no bindings, no uniforms. The shader passes in the texture, the sampler and the UV it already computed.
#include "@builtin::shaderModules.texturing"