#import bevy_pbr::{
    pbr_fragment::pbr_input_from_standard_material,
    pbr_functions::alpha_discard,
}

#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
    prepass_io::{VertexOutput, FragmentOutput},
    pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
    forward_io::{VertexOutput, FragmentOutput},
    pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif

struct MyExtendedMaterial {
    quantize_steps: u32,
}

@group(2) @binding(100)
var<uniform> my_extended_material: MyExtendedMaterial;

@fragment
fn fragment(
    in: VertexOutput,
    @builtin(front_facing) is_front: bool,
) -> FragmentOutput {
    // generate a PbrInput struct from the StandardMaterial bindings
    var pbr_input = pbr_input_from_standard_material(in, is_front);

    // we can optionally modify the input before lighting and alpha_discard is applied
    pbr_input.material.base_color.b = pbr_input.material.base_color.r;

    // alpha discard
    pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);

#ifdef PREPASS_PIPELINE
    // in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
    let out = deferred_output(in, pbr_input);
#else
    var out: FragmentOutput;
    // apply lighting
    out.color = apply_pbr_lighting(pbr_input);

    // we can optionally modify the lit color before post-processing is applied
    out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps);

    // apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
    // note this does not include fullscreen postprocessing effects like bloom.
    out.color = main_pass_post_lighting_processing(pbr_input, out.color);

    // we can optionally modify the final result here
    out.color = out.color * 2.0;
#endif

    return out;
}