#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::fog #import bevy_pbr::pbr_functions #import bevy_pbr::pbr_ambient @group(1) @binding(0) var my_array_texture: texture_2d_array; @group(1) @binding(1) var my_array_texture_sampler: sampler; struct FragmentInput { @builtin(front_facing) is_front: bool, @builtin(position) frag_coord: vec4, #import bevy_pbr::mesh_vertex_output }; @fragment fn fragment(in: FragmentInput) -> @location(0) vec4 { 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 = prepare_world_normal( in.world_normal, (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, in.is_front, ); pbr_input.is_orthographic = view.projection[3].w == 1.0; pbr_input.N = apply_normal_mapping( pbr_input.material.flags, pbr_input.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, ); pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic); return tone_mapping(pbr(pbr_input)); }