bevy/assets/shaders/array_texture.wgsl

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WebGPU Shading Language
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#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
#import bevy_pbr::pbr_types
#import bevy_pbr::utils
#import bevy_pbr::clustered_forward
#import bevy_pbr::lighting
#import bevy_pbr::shadows
#import bevy_pbr::pbr_functions
@group(1) @binding(0)
var my_array_texture: texture_2d_array<f32>;
@group(1) @binding(1)
var my_array_texture_sampler: sampler;
struct FragmentInput {
@builtin(front_facing) is_front: bool,
@builtin(position) frag_coord: vec4<f32>,
#import bevy_pbr::mesh_vertex_output
};
@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
let layer = i32(in.world_position.x) & 0x3;
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
// the material members
var pbr_input: PbrInput = pbr_input_new();
pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, in.uv, layer);
#ifdef VERTEX_COLORS
pbr_input.material.base_color = pbr_input.material.base_color * in.color;
#endif
pbr_input.frag_coord = in.frag_coord;
pbr_input.world_position = in.world_position;
pbr_input.world_normal = in.world_normal;
pbr_input.is_orthographic = view.projection[3].w == 1.0;
pbr_input.N = prepare_normal(
pbr_input.material.flags,
in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
in.is_front,
);
pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
return tone_mapping(pbr(pbr_input));
}