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https://github.com/bevyengine/bevy
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78 lines
2.1 KiB
WebGPU Shading Language
78 lines
2.1 KiB
WebGPU Shading Language
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#import bevy_pbr::prepass_bindings
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#import bevy_pbr::pbr_bindings
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#import bevy_pbr::pbr_functions
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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@builtin(position) frag_coord: 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
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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 // VERTEX_TANGENTS
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#endif // NORMAL_PREPASS
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};
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// We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff
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fn prepass_alpha_discard(in: FragmentInput) {
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#ifdef ALPHA_MASK
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var output_color: vec4<f32> = material.base_color;
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#ifdef VERTEX_UVS
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if (material.flags & STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
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output_color = output_color * textureSample(base_color_texture, base_color_sampler, in.uv);
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}
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#endif // VERTEX_UVS
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if ((material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK) != 0u) && output_color.a < material.alpha_cutoff {
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discard;
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}
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#endif // ALPHA_MASK
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}
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#ifdef NORMAL_PREPASS
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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prepass_alpha_discard(in);
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// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
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if (material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u {
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let world_normal = prepare_world_normal(
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in.world_normal,
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(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
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in.is_front,
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);
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let normal = apply_normal_mapping(
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material.flags,
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world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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in.world_tangent,
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#endif // STANDARDMATERIAL_NORMAL_MAP
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#endif // VERTEX_TANGENTS
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#ifdef VERTEX_UVS
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in.uv,
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#endif // VERTEX_UVS
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);
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return vec4(normal * 0.5 + vec3(0.5), 1.0);
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} else {
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return vec4(in.world_normal * 0.5 + vec3(0.5), 1.0);
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}
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}
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#else // NORMAL_PREPASS
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@fragment
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fn fragment(in: FragmentInput) {
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prepass_alpha_discard(in);
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}
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#endif // NORMAL_PREPASS
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