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@@ -42,7 +42,7 @@ These examples use a common framework to handle wgpu init, window creation, and
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-`render_to_texture` - Renders to an image texture offscreen, demonstrating both off-screen rendering as well as how to add a sort of resolution-agnostic screenshot feature to an engine. This example either outputs an image file of your naming (pass command line arguments after specifying a `--` like `cargo run --bin wgpu-examples -- render_to_texture "test.png"`) or adds an `img` element containing the image to the page in WASM.
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-`ray_cube_fragment` - Demonstrates using ray queries with a fragment shader.
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-`ray_scene` - Demonstrates using ray queries and model loading
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-`ray_shadows` - Demonstrates a simple use of ray queries - high quality shadows - uses a light set with push constants to raytrace through an untransformed scene and detect whether there is something obstructing the light.
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-`ray_shadows` - Demonstrates a simple use of ray queries - high quality shadows - uses a light set with immediates to raytrace through an untransformed scene and detect whether there is something obstructing the light.
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-`mesh_shader` - Renders a triangle to a window with mesh shaders, while showcasing most mesh shader related features(task shaders, payloads, per primitive data).
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