forestiles/assets/render/pbr_bindings.wgsl
2025-07-20 12:00:43 +02:00

90 lines
4.0 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::pbr_bindings
#import bevy_pbr::pbr_types::StandardMaterial
#ifdef BINDLESS
struct StandardMaterialBindings {
material: u32, // 0
base_color_texture: u32, // 1
base_color_sampler: u32, // 2
emissive_texture: u32, // 3
emissive_sampler: u32, // 4
metallic_roughness_texture: u32, // 5
metallic_roughness_sampler: u32, // 6
occlusion_texture: u32, // 7
occlusion_sampler: u32, // 8
normal_map_texture: u32, // 9
normal_map_sampler: u32, // 10
depth_map_texture: u32, // 11
depth_map_sampler: u32, // 12
anisotropy_texture: u32, // 13
anisotropy_sampler: u32, // 14
specular_transmission_texture: u32, // 15
specular_transmission_sampler: u32, // 16
thickness_texture: u32, // 17
thickness_sampler: u32, // 18
diffuse_transmission_texture: u32, // 19
diffuse_transmission_sampler: u32, // 20
clearcoat_texture: u32, // 21
clearcoat_sampler: u32, // 22
clearcoat_roughness_texture: u32, // 23
clearcoat_roughness_sampler: u32, // 24
clearcoat_normal_texture: u32, // 25
clearcoat_normal_sampler: u32, // 26
specular_texture: u32, // 27
specular_sampler: u32, // 28
specular_tint_texture: u32, // 29
specular_tint_sampler: u32, // 30
}
@group(3) @binding(0) var<storage> material_indices: array<StandardMaterialBindings>;
@group(3) @binding(10) var<storage> material_array: array<StandardMaterial>;
#else // BINDLESS
@group(3) @binding(0) var<uniform> material: StandardMaterial;
@group(3) @binding(1) var base_color_texture: texture_2d<f32>;
@group(3) @binding(2) var base_color_sampler: sampler;
@group(3) @binding(3) var emissive_texture: texture_2d<f32>;
@group(3) @binding(4) var emissive_sampler: sampler;
@group(3) @binding(5) var metallic_roughness_texture: texture_2d<f32>;
@group(3) @binding(6) var metallic_roughness_sampler: sampler;
@group(3) @binding(7) var occlusion_texture: texture_2d<f32>;
@group(3) @binding(8) var occlusion_sampler: sampler;
@group(3) @binding(9) var normal_map_texture: texture_2d<f32>;
@group(3) @binding(10) var normal_map_sampler: sampler;
@group(3) @binding(11) var depth_map_texture: texture_2d<f32>;
@group(3) @binding(12) var depth_map_sampler: sampler;
#ifdef PBR_ANISOTROPY_TEXTURE_SUPPORTED
@group(3) @binding(13) var anisotropy_texture: texture_2d<f32>;
@group(3) @binding(14) var anisotropy_sampler: sampler;
#endif // PBR_ANISOTROPY_TEXTURE_SUPPORTED
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
@group(3) @binding(15) var specular_transmission_texture: texture_2d<f32>;
@group(3) @binding(16) var specular_transmission_sampler: sampler;
@group(3) @binding(17) var thickness_texture: texture_2d<f32>;
@group(3) @binding(18) var thickness_sampler: sampler;
@group(3) @binding(19) var diffuse_transmission_texture: texture_2d<f32>;
@group(3) @binding(20) var diffuse_transmission_sampler: sampler;
#endif // PBR_TRANSMISSION_TEXTURES_SUPPORTED
#ifdef PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED
@group(3) @binding(21) var clearcoat_texture: texture_2d<f32>;
@group(3) @binding(22) var clearcoat_sampler: sampler;
@group(3) @binding(23) var clearcoat_roughness_texture: texture_2d<f32>;
@group(3) @binding(24) var clearcoat_roughness_sampler: sampler;
@group(3) @binding(25) var clearcoat_normal_texture: texture_2d<f32>;
@group(3) @binding(26) var clearcoat_normal_sampler: sampler;
#endif // PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED
#ifdef PBR_SPECULAR_TEXTURES_SUPPORTED
@group(3) @binding(27) var specular_texture: texture_2d<f32>;
@group(3) @binding(28) var specular_sampler: sampler;
@group(3) @binding(29) var specular_tint_texture: texture_2d<f32>;
@group(3) @binding(30) var specular_tint_sampler: sampler;
#endif // PBR_SPECULAR_TEXTURES_SUPPORTED
#endif // BINDLESS