mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 03:23:20 +00:00
115 lines
2.7 KiB
WebGPU Shading Language
115 lines
2.7 KiB
WebGPU Shading Language
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#define_import_path bevy_pbr::prepass_io
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// Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can
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// pass them to custom prepass shaders like pbr_prepass.wgsl.
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<f32>,
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#ifdef VERTEX_UVS
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@location(1) uv: vec2<f32>,
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#endif
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#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
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@location(2) normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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@location(3) tangent: vec4<f32>,
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#endif
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#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
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#ifdef SKINNED
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@location(4) joint_indices: vec4<u32>,
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@location(5) joint_weights: vec4<f32>,
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#endif
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#ifdef VERTEX_COLORS
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@location(6) color: vec4<f32>,
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#endif
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#ifdef MORPH_TARGETS
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@builtin(vertex_index) index: u32,
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#endif // MORPH_TARGETS
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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#ifdef VERTEX_UVS
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@location(0) uv: vec2<f32>,
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#endif
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#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
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@location(1) world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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@location(2) world_tangent: vec4<f32>,
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#endif
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#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
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@location(3) world_position: vec4<f32>,
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#ifdef MOTION_VECTOR_PREPASS
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@location(4) previous_world_position: vec4<f32>,
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#endif
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#ifdef DEPTH_CLAMP_ORTHO
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@location(5) clip_position_unclamped: vec4<f32>,
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#endif // DEPTH_CLAMP_ORTHO
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#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
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@location(6) instance_index: u32,
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#endif
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#ifdef VERTEX_COLORS
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@location(7) color: vec4<f32>,
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#endif
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}
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struct FragmentInput {
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@builtin(position) position: vec4<f32>,
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#ifdef VERTEX_UVS
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@location(0) uv: vec2<f32>,
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#endif // VERTEX_UVS
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#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
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@location(1) world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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@location(2) world_tangent: vec4<f32>,
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#endif
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#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
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@location(3) world_position: vec4<f32>,
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#ifdef MOTION_VECTOR_PREPASS
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@location(4) previous_world_position: vec4<f32>,
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#endif // MOTION_VECTOR_PREPASS
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#ifdef DEPTH_CLAMP_ORTHO
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@location(5) clip_position_unclamped: vec4<f32>,
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#endif // DEPTH_CLAMP_ORTHO
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#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
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@location(6) instance_index: u32,
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#endif
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#ifdef VERTEX_COLORS
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@location(7) color: vec4<f32>,
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#endif
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};
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#ifdef PREPASS_FRAGMENT
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struct FragmentOutput {
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#ifdef NORMAL_PREPASS
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@location(0) normal: vec4<f32>,
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#endif
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#ifdef MOTION_VECTOR_PREPASS
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@location(1) motion_vector: vec2<f32>,
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#endif
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#ifdef DEFERRED_PREPASS
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@location(2) deferred: vec4<u32>,
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@location(3) deferred_lighting_pass_id: u32,
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#endif
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#ifdef DEPTH_CLAMP_ORTHO
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@builtin(frag_depth) frag_depth: f32,
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#endif // DEPTH_CLAMP_ORTHO
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}
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#endif //PREPASS_FRAGMENT
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