#import bevy_pbr::prepass_bindings #import bevy_pbr::mesh_functions // Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can // pass them to custom prepass shaders like pbr_prepass.wgsl. struct Vertex { @location(0) position: vec3, #ifdef VERTEX_UVS @location(1) uv: vec2, #endif // VERTEX_UVS #ifdef NORMAL_PREPASS @location(2) normal: vec3, #ifdef VERTEX_TANGENTS @location(3) tangent: vec4, #endif // VERTEX_TANGENTS #endif // NORMAL_PREPASS #ifdef SKINNED @location(4) joint_indices: vec4, @location(5) joint_weights: vec4, #endif // SKINNED } struct VertexOutput { @builtin(position) clip_position: vec4, #ifdef VERTEX_UVS @location(0) uv: vec2, #endif // VERTEX_UVS #ifdef NORMAL_PREPASS @location(1) world_normal: vec3, #ifdef VERTEX_TANGENTS @location(2) world_tangent: vec4, #endif // VERTEX_TANGENTS #endif // NORMAL_PREPASS } @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; #ifdef SKINNED var model = skin_model(vertex.joint_indices, vertex.joint_weights); #else // SKINNED var model = mesh.model; #endif // SKINNED out.clip_position = mesh_position_local_to_clip(model, vec4(vertex.position, 1.0)); #ifdef DEPTH_CLAMP_ORTHO out.clip_position.z = min(out.clip_position.z, 1.0); #endif // DEPTH_CLAMP_ORTHO #ifdef VERTEX_UVS out.uv = vertex.uv; #endif // VERTEX_UVS #ifdef NORMAL_PREPASS #ifdef SKINNED out.world_normal = skin_normals(model, vertex.normal); #else // SKINNED out.world_normal = mesh_normal_local_to_world(vertex.normal); #endif // SKINNED #ifdef VERTEX_TANGENTS out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent); #endif // VERTEX_TANGENTS #endif // NORMAL_PREPASS return out; } #ifdef NORMAL_PREPASS struct FragmentInput { @location(1) world_normal: vec3, } @fragment fn fragment(in: FragmentInput) -> @location(0) vec4 { return vec4(in.world_normal * 0.5 + vec3(0.5), 1.0); } #endif // NORMAL_PREPASS