#define_import_path bevy_pbr::mesh_view_bindings #import bevy_pbr::mesh_view_types @group(0) @binding(0) var view: View; @group(0) @binding(1) var lights: Lights; #ifdef NO_ARRAY_TEXTURES_SUPPORT @group(0) @binding(2) var point_shadow_textures: texture_depth_cube; #else @group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array; #endif @group(0) @binding(3) var point_shadow_textures_sampler: sampler_comparison; #ifdef NO_ARRAY_TEXTURES_SUPPORT @group(0) @binding(4) var directional_shadow_textures: texture_depth_2d; #else @group(0) @binding(4) var directional_shadow_textures: texture_depth_2d_array; #endif @group(0) @binding(5) var directional_shadow_textures_sampler: sampler_comparison; #if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3 @group(0) @binding(6) var point_lights: PointLights; @group(0) @binding(7) var cluster_light_index_lists: ClusterLightIndexLists; @group(0) @binding(8) var cluster_offsets_and_counts: ClusterOffsetsAndCounts; #else @group(0) @binding(6) var point_lights: PointLights; @group(0) @binding(7) var cluster_light_index_lists: ClusterLightIndexLists; @group(0) @binding(8) var cluster_offsets_and_counts: ClusterOffsetsAndCounts; #endif @group(0) @binding(9) var globals: Globals; @group(0) @binding(10) var fog: Fog; @group(0) @binding(11) var environment_map_diffuse: texture_cube; @group(0) @binding(12) var environment_map_specular: texture_cube; @group(0) @binding(13) var environment_map_sampler: sampler; @group(0) @binding(14) var dt_lut_texture: texture_3d; @group(0) @binding(15) var dt_lut_sampler: sampler; #ifdef MULTISAMPLED @group(0) @binding(16) var depth_prepass_texture: texture_depth_multisampled_2d; @group(0) @binding(17) var normal_prepass_texture: texture_multisampled_2d; @group(0) @binding(18) var motion_vector_prepass_texture: texture_multisampled_2d; #else @group(0) @binding(16) var depth_prepass_texture: texture_depth_2d; @group(0) @binding(17) var normal_prepass_texture: texture_2d; @group(0) @binding(18) var motion_vector_prepass_texture: texture_2d; #endif