#import bevy_pbr::{ forward_io::VertexOutput, mesh_view_bindings::view, pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new}, pbr_functions as fns, } #import bevy_core_pipeline::tonemapping::tone_mapping @group(2) @binding(0) var my_array_texture: texture_2d_array; @group(2) @binding(1) var my_array_texture_sampler: sampler; @fragment fn fragment( @builtin(front_facing) is_front: bool, mesh: VertexOutput, ) -> @location(0) vec4 { let layer = i32(mesh.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, mesh.uv, layer); #ifdef VERTEX_COLORS pbr_input.material.base_color = pbr_input.material.base_color * mesh.color; #endif let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u; pbr_input.frag_coord = mesh.position; pbr_input.world_position = mesh.world_position; pbr_input.world_normal = fns::prepare_world_normal( mesh.world_normal, double_sided, is_front, ); pbr_input.is_orthographic = view.projection[3].w == 1.0; pbr_input.N = fns::apply_normal_mapping( pbr_input.material.flags, mesh.world_normal, double_sided, is_front, #ifdef VERTEX_TANGENTS #ifdef STANDARD_MATERIAL_NORMAL_MAP mesh.world_tangent, #endif #endif mesh.uv, view.mip_bias, ); pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic); return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading); }