587 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			587 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{
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|     AlphaMode, Material, MaterialPipeline, MaterialPipelineKey, ParallaxMappingMethod,
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|     PBR_PREPASS_SHADER_HANDLE, PBR_SHADER_HANDLE,
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| };
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| use bevy_asset::{Asset, Handle};
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| use bevy_math::Vec4;
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| use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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| use bevy_render::{
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|     color::Color, mesh::MeshVertexBufferLayout, render_asset::RenderAssets, render_resource::*,
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|     texture::Image,
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| };
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| 
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| /// A material with "standard" properties used in PBR lighting
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| /// Standard property values with pictures here
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| /// <https://google.github.io/filament/Material%20Properties.pdf>.
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| ///
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| /// May be created directly from a [`Color`] or an [`Image`].
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| #[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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| #[bind_group_data(StandardMaterialKey)]
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| #[uniform(0, StandardMaterialUniform)]
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| #[reflect(Default, Debug)]
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| pub struct StandardMaterial {
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|     /// The color of the surface of the material before lighting.
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|     ///
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|     /// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
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|     /// in between. If used together with a `base_color_texture`, this is factored into the final
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|     /// base color as `base_color * base_color_texture_value`
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|     ///
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|     /// Defaults to [`Color::WHITE`].
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|     pub base_color: Color,
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| 
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|     /// The texture component of the material's color before lighting.
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|     /// The actual pre-lighting color is `base_color * this_texture`.
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|     ///
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|     /// See [`base_color`] for details.
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|     ///
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|     /// You should set `base_color` to [`Color::WHITE`] (the default)
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|     /// if you want the texture to show as-is.
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|     ///
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|     /// Setting `base_color` to something else than white will tint
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|     /// the texture. For example, setting `base_color` to pure red will
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|     /// tint the texture red.
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|     ///
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|     /// [`base_color`]: StandardMaterial::base_color
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|     #[texture(1)]
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|     #[sampler(2)]
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|     #[dependency]
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|     pub base_color_texture: Option<Handle<Image>>,
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| 
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|     // Use a color for user friendliness even though we technically don't use the alpha channel
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|     // Might be used in the future for exposure correction in HDR
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|     /// Color the material "emits" to the camera.
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|     ///
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|     /// This is typically used for monitor screens or LED lights.
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|     /// Anything that can be visible even in darkness.
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|     ///
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|     /// The emissive color is added to what would otherwise be the material's visible color.
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|     /// This means that for a light emissive value, in darkness,
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|     /// you will mostly see the emissive component.
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|     ///
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|     /// The default emissive color is black, which doesn't add anything to the material color.
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|     ///
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|     /// Note that **an emissive material won't light up surrounding areas like a light source**,
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|     /// it just adds a value to the color seen on screen.
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|     pub emissive: Color,
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| 
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|     /// The emissive map, multiplies pixels with [`emissive`]
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|     /// to get the final "emitting" color of a surface.
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|     ///
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|     /// This color is multiplied by [`emissive`] to get the final emitted color.
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|     /// Meaning that you should set [`emissive`] to [`Color::WHITE`]
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|     /// if you want to use the full range of color of the emissive texture.
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|     ///
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|     /// [`emissive`]: StandardMaterial::emissive
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|     #[texture(3)]
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|     #[sampler(4)]
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|     #[dependency]
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|     pub emissive_texture: Option<Handle<Image>>,
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| 
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|     /// Linear perceptual roughness, clamped to `[0.089, 1.0]` in the shader.
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|     ///
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|     /// Defaults to `0.5`.
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|     ///
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|     /// Low values result in a "glossy" material with specular highlights,
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|     /// while values close to `1` result in rough materials.
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|     ///
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|     /// If used together with a roughness/metallic texture, this is factored into the final base
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|     /// color as `roughness * roughness_texture_value`.
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|     ///
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|     /// 0.089 is the minimum floating point value that won't be rounded down to 0 in the
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|     /// calculations used.
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|     //
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|     // Technically for 32-bit floats, 0.045 could be used.
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|     // See <https://google.github.io/filament/Filament.html#materialsystem/parameterization/>
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|     pub perceptual_roughness: f32,
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| 
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|     /// How "metallic" the material appears, within `[0.0, 1.0]`.
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|     ///
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|     /// This should be set to 0.0 for dielectric materials or 1.0 for metallic materials.
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|     /// For a hybrid surface such as corroded metal, you may need to use in-between values.
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|     ///
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|     /// Defaults to `0.00`, for dielectric.
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|     ///
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|     /// If used together with a roughness/metallic texture, this is factored into the final base
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|     /// color as `metallic * metallic_texture_value`.
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|     pub metallic: f32,
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| 
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|     /// Metallic and roughness maps, stored as a single texture.
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|     ///
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|     /// The blue channel contains metallic values,
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|     /// and the green channel contains the roughness values.
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|     /// Other channels are unused.
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|     ///
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|     /// Those values are multiplied by the scalar ones of the material,
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|     /// see [`metallic`] and [`perceptual_roughness`] for details.
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|     ///
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|     /// Note that with the default values of [`metallic`] and [`perceptual_roughness`],
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|     /// setting this texture has no effect. If you want to exclusively use the
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|     /// `metallic_roughness_texture` values for your material, make sure to set [`metallic`]
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|     /// and [`perceptual_roughness`] to `1.0`.
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|     ///
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|     /// [`metallic`]: StandardMaterial::metallic
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|     /// [`perceptual_roughness`]: StandardMaterial::perceptual_roughness
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|     #[texture(5)]
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|     #[sampler(6)]
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|     #[dependency]
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|     pub metallic_roughness_texture: Option<Handle<Image>>,
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| 
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|     /// Specular intensity for non-metals on a linear scale of `[0.0, 1.0]`.
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|     ///
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|     /// Use the value as a way to control the intensity of the
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|     /// specular highlight of the material, i.e. how reflective is the material,
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|     /// rather than the physical property "reflectance."
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|     ///
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|     /// Set to `0.0`, no specular highlight is visible, the highlight is strongest
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|     /// when `reflectance` is set to `1.0`.
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|     ///
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|     /// Defaults to `0.5` which is mapped to 4% reflectance in the shader.
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|     #[doc(alias = "specular_intensity")]
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|     pub reflectance: f32,
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| 
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|     /// Used to fake the lighting of bumps and dents on a material.
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|     ///
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|     /// A typical usage would be faking cobblestones on a flat plane mesh in 3D.
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|     ///
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|     /// # Notes
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|     ///
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|     /// Normal mapping with `StandardMaterial` and the core bevy PBR shaders requires:
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|     /// - A normal map texture
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|     /// - Vertex UVs
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|     /// - Vertex tangents
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|     /// - Vertex normals
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|     ///
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|     /// Tangents do not have to be stored in your model,
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|     /// they can be generated using the [`Mesh::generate_tangents`] method.
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|     /// If your material has a normal map, but still renders as a flat surface,
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|     /// make sure your meshes have their tangents set.
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|     ///
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|     /// [`Mesh::generate_tangents`]: bevy_render::mesh::Mesh::generate_tangents
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|     #[texture(9)]
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|     #[sampler(10)]
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|     #[dependency]
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|     pub normal_map_texture: Option<Handle<Image>>,
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| 
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|     /// Normal map textures authored for DirectX have their y-component flipped. Set this to flip
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|     /// it to right-handed conventions.
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|     pub flip_normal_map_y: bool,
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| 
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|     /// Specifies the level of exposure to ambient light.
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|     ///
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|     /// This is usually generated and stored automatically ("baked") by 3D-modelling software.
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|     ///
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|     /// Typically, steep concave parts of a model (such as the armpit of a shirt) are darker,
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|     /// because they have little exposure to light.
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|     /// An occlusion map specifies those parts of the model that light doesn't reach well.
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|     ///
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|     /// The material will be less lit in places where this texture is dark.
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|     /// This is similar to ambient occlusion, but built into the model.
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|     #[texture(7)]
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|     #[sampler(8)]
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|     #[dependency]
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|     pub occlusion_texture: Option<Handle<Image>>,
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| 
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|     /// Support two-sided lighting by automatically flipping the normals for "back" faces
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|     /// within the PBR lighting shader.
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|     ///
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|     /// Defaults to `false`.
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|     /// This does not automatically configure backface culling,
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|     /// which can be done via `cull_mode`.
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|     pub double_sided: bool,
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| 
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|     /// Whether to cull the "front", "back" or neither side of a mesh.
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|     /// If set to `None`, the two sides of the mesh are visible.
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|     ///
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|     /// Defaults to `Some(Face::Back)`.
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|     /// In bevy, the order of declaration of a triangle's vertices
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|     /// in [`Mesh`] defines the triangle's front face.
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|     ///
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|     /// When a triangle is in a viewport,
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|     /// if its vertices appear counter-clockwise from the viewport's perspective,
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|     /// then the viewport is seeing the triangle's front face.
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|     /// Conversely, if the vertices appear clockwise, you are seeing the back face.
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|     ///
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|     /// In short, in bevy, front faces winds counter-clockwise.
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|     ///
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|     /// Your 3D editing software should manage all of that.
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|     ///
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|     /// [`Mesh`]: bevy_render::mesh::Mesh
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|     // TODO: include this in reflection somehow (maybe via remote types like serde https://serde.rs/remote-derive.html)
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|     #[reflect(ignore)]
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|     pub cull_mode: Option<Face>,
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| 
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|     /// Whether to apply only the base color to this material.
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|     ///
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|     /// Normals, occlusion textures, roughness, metallic, reflectance, emissive,
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|     /// shadows, alpha mode and ambient light are ignored if this is set to `true`.
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|     pub unlit: bool,
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| 
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|     /// Whether to enable fog for this material.
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|     pub fog_enabled: bool,
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| 
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|     /// How to apply the alpha channel of the `base_color_texture`.
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|     ///
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|     /// See [`AlphaMode`] for details. Defaults to [`AlphaMode::Opaque`].
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|     pub alpha_mode: AlphaMode,
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| 
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|     /// Adjust rendered depth.
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|     ///
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|     /// A material with a positive depth bias will render closer to the
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|     /// camera while negative values cause the material to render behind
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|     /// other objects. This is independent of the viewport.
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|     ///
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|     /// `depth_bias` affects render ordering and depth write operations
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|     /// using the `wgpu::DepthBiasState::Constant` field.
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|     ///
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|     /// [z-fighting]: https://en.wikipedia.org/wiki/Z-fighting
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|     pub depth_bias: f32,
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| 
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|     /// The depth map used for [parallax mapping].
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|     ///
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|     /// It is a greyscale image where white represents bottom and black the top.
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|     /// If this field is set, bevy will apply [parallax mapping].
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|     /// Parallax mapping, unlike simple normal maps, will move the texture
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|     /// coordinate according to the current perspective,
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|     /// giving actual depth to the texture.
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|     ///
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|     /// The visual result is similar to a displacement map,
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|     /// but does not require additional geometry.
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|     ///
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|     /// Use the [`parallax_depth_scale`] field to control the depth of the parallax.
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|     ///
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|     /// ## Limitations
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|     ///
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|     /// - It will look weird on bent/non-planar surfaces.
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|     /// - The depth of the pixel does not reflect its visual position, resulting
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|     ///   in artifacts for depth-dependent features such as fog or SSAO.
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|     /// - For the same reason, the geometry silhouette will always be
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|     ///   the one of the actual geometry, not the parallaxed version, resulting
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|     ///   in awkward looks on intersecting parallaxed surfaces.
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|     ///
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|     /// ## Performance
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|     ///
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|     /// Parallax mapping requires multiple texture lookups, proportional to
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|     /// [`max_parallax_layer_count`], which might be costly.
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|     ///
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|     /// Use the [`parallax_mapping_method`] and [`max_parallax_layer_count`] fields
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|     /// to tweak the shader, trading graphical quality for performance.
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|     ///
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|     /// To improve performance, set your `depth_map`'s [`Image::sampler_descriptor`]
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|     /// filter mode to `FilterMode::Nearest`, as [this paper] indicates, it improves
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|     /// performance a bit.
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|     ///
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|     /// To reduce artifacts, avoid steep changes in depth, blurring the depth
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|     /// map helps with this.
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|     ///
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|     /// Larger depth maps haves a disproportionate performance impact.
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|     ///
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|     /// [this paper]: https://www.diva-portal.org/smash/get/diva2:831762/FULLTEXT01.pdf
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|     /// [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping
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|     /// [`parallax_depth_scale`]: StandardMaterial::parallax_depth_scale
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|     /// [`parallax_mapping_method`]: StandardMaterial::parallax_mapping_method
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|     /// [`max_parallax_layer_count`]: StandardMaterial::max_parallax_layer_count
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|     #[texture(11)]
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|     #[sampler(12)]
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|     #[dependency]
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|     pub depth_map: Option<Handle<Image>>,
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| 
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|     /// How deep the offset introduced by the depth map should be.
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|     ///
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|     /// Default is `0.1`, anything over that value may look distorted.
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|     /// Lower values lessen the effect.
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|     ///
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|     /// The depth is relative to texture size. This means that if your texture
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|     /// occupies a surface of `1` world unit, and `parallax_depth_scale` is `0.1`, then
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|     /// the in-world depth will be of `0.1` world units.
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|     /// If the texture stretches for `10` world units, then the final depth
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|     /// will be of `1` world unit.
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|     pub parallax_depth_scale: f32,
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| 
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|     /// Which parallax mapping method to use.
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|     ///
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|     /// We recommend that all objects use the same [`ParallaxMappingMethod`], to avoid
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|     /// duplicating and running two shaders.
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|     pub parallax_mapping_method: ParallaxMappingMethod,
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| 
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|     /// In how many layers to split the depth maps for parallax mapping.
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|     ///
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|     /// If you are seeing jaggy edges, increase this value.
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|     /// However, this incurs a performance cost.
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|     ///
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|     /// Dependent on the situation, switching to [`ParallaxMappingMethod::Relief`]
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|     /// and keeping this value low might have better performance than increasing the
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|     /// layer count while using [`ParallaxMappingMethod::Occlusion`].
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|     ///
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|     /// Default is `16.0`.
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|     pub max_parallax_layer_count: f32,
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| }
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| 
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| impl Default for StandardMaterial {
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|     fn default() -> Self {
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|         StandardMaterial {
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|             // White because it gets multiplied with texture values if someone uses
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|             // a texture.
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|             base_color: Color::rgb(1.0, 1.0, 1.0),
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|             base_color_texture: None,
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|             emissive: Color::BLACK,
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|             emissive_texture: None,
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|             // Matches Blender's default roughness.
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|             perceptual_roughness: 0.5,
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|             // Metallic should generally be set to 0.0 or 1.0.
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|             metallic: 0.0,
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|             metallic_roughness_texture: None,
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|             // Minimum real-world reflectance is 2%, most materials between 2-5%
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|             // Expressed in a linear scale and equivalent to 4% reflectance see
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|             // <https://google.github.io/filament/Material%20Properties.pdf>
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|             reflectance: 0.5,
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|             occlusion_texture: None,
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|             normal_map_texture: None,
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|             flip_normal_map_y: false,
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|             double_sided: false,
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|             cull_mode: Some(Face::Back),
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|             unlit: false,
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|             fog_enabled: true,
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|             alpha_mode: AlphaMode::Opaque,
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|             depth_bias: 0.0,
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|             depth_map: None,
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|             parallax_depth_scale: 0.1,
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|             max_parallax_layer_count: 16.0,
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|             parallax_mapping_method: ParallaxMappingMethod::Occlusion,
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|         }
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|     }
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| }
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| 
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| impl From<Color> for StandardMaterial {
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|     fn from(color: Color) -> Self {
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|         StandardMaterial {
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|             base_color: color,
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|             alpha_mode: if color.a() < 1.0 {
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|                 AlphaMode::Blend
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|             } else {
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|                 AlphaMode::Opaque
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|             },
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|             ..Default::default()
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|         }
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|     }
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| }
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| 
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| impl From<Handle<Image>> for StandardMaterial {
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|     fn from(texture: Handle<Image>) -> Self {
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|         StandardMaterial {
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|             base_color_texture: Some(texture),
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|             ..Default::default()
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|         }
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|     }
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| }
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| 
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| // NOTE: These must match the bit flags in bevy_pbr/src/render/pbr_types.wgsl!
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| bitflags::bitflags! {
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|     /// Bitflags info about the material a shader is currently rendering.
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|     /// This is accessible in the shader in the [`StandardMaterialUniform`]
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|     #[repr(transparent)]
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|     pub struct StandardMaterialFlags: u32 {
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|         const BASE_COLOR_TEXTURE         = (1 << 0);
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|         const EMISSIVE_TEXTURE           = (1 << 1);
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|         const METALLIC_ROUGHNESS_TEXTURE = (1 << 2);
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|         const OCCLUSION_TEXTURE          = (1 << 3);
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|         const DOUBLE_SIDED               = (1 << 4);
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|         const UNLIT                      = (1 << 5);
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|         const TWO_COMPONENT_NORMAL_MAP   = (1 << 6);
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|         const FLIP_NORMAL_MAP_Y          = (1 << 7);
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|         const FOG_ENABLED                = (1 << 8);
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|         const DEPTH_MAP                  = (1 << 9); // Used for parallax mapping
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|         const ALPHA_MODE_RESERVED_BITS   = (Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS); // ← Bitmask reserving bits for the `AlphaMode`
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|         const ALPHA_MODE_OPAQUE          = (0 << Self::ALPHA_MODE_SHIFT_BITS);                          // ← Values are just sequential values bitshifted into
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|         const ALPHA_MODE_MASK            = (1 << Self::ALPHA_MODE_SHIFT_BITS);                          //   the bitmask, and can range from 0 to 7.
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|         const ALPHA_MODE_BLEND           = (2 << Self::ALPHA_MODE_SHIFT_BITS);                          //
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|         const ALPHA_MODE_PREMULTIPLIED   = (3 << Self::ALPHA_MODE_SHIFT_BITS);                          //
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|         const ALPHA_MODE_ADD             = (4 << Self::ALPHA_MODE_SHIFT_BITS);                          //   Right now only values 0–5 are used, which still gives
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|         const ALPHA_MODE_MULTIPLY        = (5 << Self::ALPHA_MODE_SHIFT_BITS);                          // ← us "room" for two more modes without adding more bits
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|         const NONE                       = 0;
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|         const UNINITIALIZED              = 0xFFFF;
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|     }
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| }
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| 
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| impl StandardMaterialFlags {
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|     const ALPHA_MODE_MASK_BITS: u32 = 0b111;
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|     const ALPHA_MODE_SHIFT_BITS: u32 = 32 - Self::ALPHA_MODE_MASK_BITS.count_ones();
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| }
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| 
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| /// The GPU representation of the uniform data of a [`StandardMaterial`].
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| #[derive(Clone, Default, ShaderType)]
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| pub struct StandardMaterialUniform {
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|     /// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
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|     /// in between.
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|     pub base_color: Vec4,
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|     // Use a color for user friendliness even though we technically don't use the alpha channel
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|     // Might be used in the future for exposure correction in HDR
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|     pub emissive: Vec4,
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|     /// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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|     /// Defaults to minimum of 0.089
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|     pub roughness: f32,
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|     /// From [0.0, 1.0], dielectric to pure metallic
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|     pub metallic: f32,
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|     /// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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|     /// defaults to 0.5 which is mapped to 4% reflectance in the shader
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|     pub reflectance: f32,
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|     /// The [`StandardMaterialFlags`] accessible in the `wgsl` shader.
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|     pub flags: u32,
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|     /// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque,
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|     /// and any below means fully transparent.
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|     pub alpha_cutoff: f32,
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|     /// The depth of the [`StandardMaterial::depth_map`] to apply.
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|     pub parallax_depth_scale: f32,
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|     /// In how many layers to split the depth maps for Steep parallax mapping.
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|     ///
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|     /// If your `parallax_depth_scale` is >0.1 and you are seeing jaggy edges,
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|     /// increase this value. However, this incurs a performance cost.
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|     pub max_parallax_layer_count: f32,
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|     /// Using [`ParallaxMappingMethod::Relief`], how many additional
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|     /// steps to use at most to find the depth value.
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|     pub max_relief_mapping_search_steps: u32,
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| }
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| 
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| impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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|     fn as_bind_group_shader_type(&self, images: &RenderAssets<Image>) -> StandardMaterialUniform {
 | ||
|         let mut flags = StandardMaterialFlags::NONE;
 | ||
|         if self.base_color_texture.is_some() {
 | ||
|             flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE;
 | ||
|         }
 | ||
|         if self.emissive_texture.is_some() {
 | ||
|             flags |= StandardMaterialFlags::EMISSIVE_TEXTURE;
 | ||
|         }
 | ||
|         if self.metallic_roughness_texture.is_some() {
 | ||
|             flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE;
 | ||
|         }
 | ||
|         if self.occlusion_texture.is_some() {
 | ||
|             flags |= StandardMaterialFlags::OCCLUSION_TEXTURE;
 | ||
|         }
 | ||
|         if self.double_sided {
 | ||
|             flags |= StandardMaterialFlags::DOUBLE_SIDED;
 | ||
|         }
 | ||
|         if self.unlit {
 | ||
|             flags |= StandardMaterialFlags::UNLIT;
 | ||
|         }
 | ||
|         if self.fog_enabled {
 | ||
|             flags |= StandardMaterialFlags::FOG_ENABLED;
 | ||
|         }
 | ||
|         if self.depth_map.is_some() {
 | ||
|             flags |= StandardMaterialFlags::DEPTH_MAP;
 | ||
|         }
 | ||
|         let has_normal_map = self.normal_map_texture.is_some();
 | ||
|         if has_normal_map {
 | ||
|             let normal_map_id = self.normal_map_texture.as_ref().map(|h| h.id()).unwrap();
 | ||
|             if let Some(texture) = images.get(normal_map_id) {
 | ||
|                 match texture.texture_format {
 | ||
|                     // All 2-component unorm formats
 | ||
|                     TextureFormat::Rg8Unorm
 | ||
|                     | TextureFormat::Rg16Unorm
 | ||
|                     | TextureFormat::Bc5RgUnorm
 | ||
|                     | TextureFormat::EacRg11Unorm => {
 | ||
|                         flags |= StandardMaterialFlags::TWO_COMPONENT_NORMAL_MAP;
 | ||
|                     }
 | ||
|                     _ => {}
 | ||
|                 }
 | ||
|             }
 | ||
|             if self.flip_normal_map_y {
 | ||
|                 flags |= StandardMaterialFlags::FLIP_NORMAL_MAP_Y;
 | ||
|             }
 | ||
|         }
 | ||
|         // NOTE: 0.5 is from the glTF default - do we want this?
 | ||
|         let mut alpha_cutoff = 0.5;
 | ||
|         match self.alpha_mode {
 | ||
|             AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE,
 | ||
|             AlphaMode::Mask(c) => {
 | ||
|                 alpha_cutoff = c;
 | ||
|                 flags |= StandardMaterialFlags::ALPHA_MODE_MASK;
 | ||
|             }
 | ||
|             AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
 | ||
|             AlphaMode::Premultiplied => flags |= StandardMaterialFlags::ALPHA_MODE_PREMULTIPLIED,
 | ||
|             AlphaMode::Add => flags |= StandardMaterialFlags::ALPHA_MODE_ADD,
 | ||
|             AlphaMode::Multiply => flags |= StandardMaterialFlags::ALPHA_MODE_MULTIPLY,
 | ||
|         };
 | ||
| 
 | ||
|         StandardMaterialUniform {
 | ||
|             base_color: self.base_color.as_linear_rgba_f32().into(),
 | ||
|             emissive: self.emissive.as_linear_rgba_f32().into(),
 | ||
|             roughness: self.perceptual_roughness,
 | ||
|             metallic: self.metallic,
 | ||
|             reflectance: self.reflectance,
 | ||
|             flags: flags.bits(),
 | ||
|             alpha_cutoff,
 | ||
|             parallax_depth_scale: self.parallax_depth_scale,
 | ||
|             max_parallax_layer_count: self.max_parallax_layer_count,
 | ||
|             max_relief_mapping_search_steps: self.parallax_mapping_method.max_steps(),
 | ||
|         }
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| /// The pipeline key for [`StandardMaterial`].
 | ||
| #[derive(Clone, PartialEq, Eq, Hash)]
 | ||
| pub struct StandardMaterialKey {
 | ||
|     normal_map: bool,
 | ||
|     cull_mode: Option<Face>,
 | ||
|     depth_bias: i32,
 | ||
|     relief_mapping: bool,
 | ||
| }
 | ||
| 
 | ||
| impl From<&StandardMaterial> for StandardMaterialKey {
 | ||
|     fn from(material: &StandardMaterial) -> Self {
 | ||
|         StandardMaterialKey {
 | ||
|             normal_map: material.normal_map_texture.is_some(),
 | ||
|             cull_mode: material.cull_mode,
 | ||
|             depth_bias: material.depth_bias as i32,
 | ||
|             relief_mapping: matches!(
 | ||
|                 material.parallax_mapping_method,
 | ||
|                 ParallaxMappingMethod::Relief { .. }
 | ||
|             ),
 | ||
|         }
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| impl Material for StandardMaterial {
 | ||
|     fn specialize(
 | ||
|         _pipeline: &MaterialPipeline<Self>,
 | ||
|         descriptor: &mut RenderPipelineDescriptor,
 | ||
|         _layout: &MeshVertexBufferLayout,
 | ||
|         key: MaterialPipelineKey<Self>,
 | ||
|     ) -> Result<(), SpecializedMeshPipelineError> {
 | ||
|         if let Some(fragment) = descriptor.fragment.as_mut() {
 | ||
|             let shader_defs = &mut fragment.shader_defs;
 | ||
| 
 | ||
|             if key.bind_group_data.normal_map {
 | ||
|                 shader_defs.push("STANDARDMATERIAL_NORMAL_MAP".into());
 | ||
|             }
 | ||
|             if key.bind_group_data.relief_mapping {
 | ||
|                 shader_defs.push("RELIEF_MAPPING".into());
 | ||
|             }
 | ||
|         }
 | ||
|         descriptor.primitive.cull_mode = key.bind_group_data.cull_mode;
 | ||
|         if let Some(label) = &mut descriptor.label {
 | ||
|             *label = format!("pbr_{}", *label).into();
 | ||
|         }
 | ||
|         if let Some(depth_stencil) = descriptor.depth_stencil.as_mut() {
 | ||
|             depth_stencil.bias.constant = key.bind_group_data.depth_bias;
 | ||
|         }
 | ||
|         Ok(())
 | ||
|     }
 | ||
| 
 | ||
|     fn prepass_fragment_shader() -> ShaderRef {
 | ||
|         PBR_PREPASS_SHADER_HANDLE.into()
 | ||
|     }
 | ||
| 
 | ||
|     fn fragment_shader() -> ShaderRef {
 | ||
|         PBR_SHADER_HANDLE.into()
 | ||
|     }
 | ||
| 
 | ||
|     #[inline]
 | ||
|     fn alpha_mode(&self) -> AlphaMode {
 | ||
|         self.alpha_mode
 | ||
|     }
 | ||
| 
 | ||
|     #[inline]
 | ||
|     fn depth_bias(&self) -> f32 {
 | ||
|         self.depth_bias
 | ||
|     }
 | ||
| }
 | 
