59 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#import bevy_pbr::{
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    forward_io::VertexOutput,
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    mesh_view_bindings::view,
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    pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new},
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    pbr_functions as fns,
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    pbr_bindings,
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}
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#import bevy_core_pipeline::tonemapping::tone_mapping
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@group(2) @binding(0) var my_array_texture: texture_2d_array<f32>;
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@group(2) @binding(1) var my_array_texture_sampler: sampler;
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@fragment
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fn fragment(
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    @builtin(front_facing) is_front: bool,
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    mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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    let layer = i32(mesh.world_position.x) & 0x3;
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    // Prepare a 'processed' StandardMaterial by sampling all textures to resolve
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    // the material members
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    var pbr_input: PbrInput = pbr_input_new();
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    pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer);
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#ifdef VERTEX_COLORS
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    pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
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#endif
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    let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;
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    pbr_input.frag_coord = mesh.position;
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    pbr_input.world_position = mesh.world_position;
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    pbr_input.world_normal = fns::prepare_world_normal(
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        mesh.world_normal,
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        double_sided,
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        is_front,
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    );
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    pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0;
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    pbr_input.N = normalize(pbr_input.world_normal);
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#ifdef VERTEX_TANGENTS
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    let Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, mesh.uv, view.mip_bias).rgb;
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    let TBN = fns::calculate_tbn_mikktspace(mesh.world_normal, mesh.world_tangent);
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    pbr_input.N = fns::apply_normal_mapping(
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        pbr_input.material.flags,
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        TBN,
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        double_sided,
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        is_front,
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        Nt,
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    );
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#endif
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    pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);
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    return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);
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}
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