#import bevy_pbr::{ pbr_fragment::pbr_input_from_standard_material, pbr_functions::alpha_discard, } #import bevy_pbr::mesh_functions::{mesh_position_local_to_world,get_model_matrix,mesh_normal_local_to_world} #import bevy_pbr::view_transformations::position_world_to_clip; #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 @group(2) @binding(100) var array_texture: texture_2d_array; @group(2) @binding(101) var array_texture_sampler: sampler; @fragment fn fragment( in: VertexOutput, @builtin(front_facing) is_front: bool, ) -> FragmentOutput { // var vin : VertexOutput; // vin.position = in.position; // vin.world_position = in.world_position; // vin.world_normal = in.world_normal; // vin.uv = in.uv; // generate a PbrInput struct from the StandardMaterial bindings var pbr_input = pbr_input_from_standard_material(in, is_front); // 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 let layer = u32(in.uv_b.x); out.color = textureSample(array_texture, array_texture_sampler, in.uv, layer); out.color *= apply_pbr_lighting(pbr_input); // 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; } //struct Vertex { // @builtin(instance_index) instance_index: u32, // @location(0) position: vec3, // @location(1) uv: vec2, // @location(2) normal: vec3, // @location(3) texture_index: u32, //}; // //struct VOut { // @builtin(position) position: vec4, // @location(0) world_position: vec4, // @location(1) world_normal: vec3, // @location(2) uv: vec2, //// @location(7) @interpolate(flat) texture_index: u32, //}; // //@vertex //fn vertex(vertex: Vertex) -> VOut { // var out: VOut; // out.world_position = mesh_position_local_to_world(get_model_matrix(vertex.instance_index), vec4(vertex.position, 1.0)); // out.position = position_world_to_clip(out.world_position.xyz); //// out.texture_index = vertex.texture_index; // out.uv = vertex.uv; // out.world_normal = mesh_normal_local_to_world(vertex.normal, vertex.instance_index); // return out; //}