bevy/assets/shaders/array_texture.wgsl
2024-06-10 13:00:34 +00:00

58 lines
1.9 KiB
WebGPU Shading Language

#import bevy_pbr::{
forward_io::VertexOutput,
mesh_view_bindings::view,
pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new},
pbr_functions as fns,
pbr_bindings,
}
#import bevy_core_pipeline::tonemapping::tone_mapping
@group(2) @binding(0) var my_array_texture: texture_2d_array<f32>;
@group(2) @binding(1) var my_array_texture_sampler: sampler;
@fragment
fn fragment(
@builtin(front_facing) is_front: bool,
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
let layer = i32(mesh.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, mesh.uv, layer);
#ifdef VERTEX_COLORS
pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
#endif
let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;
pbr_input.frag_coord = mesh.position;
pbr_input.world_position = mesh.world_position;
pbr_input.world_normal = fns::prepare_world_normal(
mesh.world_normal,
double_sided,
is_front,
);
pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0;
pbr_input.N = normalize(pbr_input.world_normal);
#ifdef VERTEX_TANGENTS
let Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, mesh.uv, view.mip_bias).rgb;
let TBN = fns::calculate_tbn_mikktspace(mesh.world_normal, mesh.world_tangent);
pbr_input.N = fns::apply_normal_mapping(
pbr_input.material.flags,
TBN,
double_sided,
is_front,
Nt,
);
#endif
pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);
return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);
}