bevy/assets/shaders/show_prepass.wgsl

39 lines
1.1 KiB
WebGPU Shading Language

#import bevy_pbr::{
mesh_view_bindings::globals,
prepass_utils,
forward_io::VertexOutput,
}
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
show_motion_vectors: u32,
padding_1: u32,
padding_2: u32,
}
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> settings: ShowPrepassSettings;
@fragment
fn fragment(
#ifdef MULTISAMPLED
@builtin(sample_index) sample_index: u32,
#endif
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
#ifndef MULTISAMPLED
let sample_index = 0u;
#endif
if settings.show_depth == 1u {
let depth = bevy_pbr::prepass_utils::prepass_depth(mesh.position, sample_index);
return vec4(depth, depth, depth, 1.0);
} else if settings.show_normals == 1u {
let normal = bevy_pbr::prepass_utils::prepass_normal(mesh.position, sample_index);
return vec4(normal, 1.0);
} else if settings.show_motion_vectors == 1u {
let motion_vector = bevy_pbr::prepass_utils::prepass_motion_vector(mesh.position, sample_index);
return vec4(motion_vector / globals.delta_time, 0.0, 1.0);
}
return vec4(0.0);
}