bevy-experiments/assets/shaders/material.wgsl

30 lines
804 B
WebGPU Shading Language

#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::{alpha_discard, apply_pbr_lighting, main_pass_post_lighting_processing},
}
struct MyExtendedMaterial {
quantize_steps: u32,
}
@group(2) @binding(100)
var<uniform> my_extended_material: MyExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
var pbr_input = pbr_input_from_standard_material(in, is_front);
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
var out: FragmentOutput;
out.color = apply_pbr_lighting(pbr_input);
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
return out;
}