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