78 lines
2.4 KiB
WebGPU Shading Language
78 lines
2.4 KiB
WebGPU Shading Language
#import bevy_pbr::{
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mesh_view_bindings::view,
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::alpha_discard,
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utils::coords_to_viewport_uv,
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}
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#ifdef PREPASS_PIPELINE
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#import bevy_pbr::{
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prepass_io::{VertexOutput, FragmentOutput},
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pbr_deferred_functions::deferred_output,
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}
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#else
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
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}
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#endif
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struct MyExtendedMaterial {
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quantize_steps: u32,
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}
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@group(2) @binding(100)
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var<uniform> my_extended_material: MyExtendedMaterial;
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@fragment
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fn fragment(
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in: VertexOutput,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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// generate a PbrInput struct from the StandardMaterial bindings
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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// we can optionally modify the input before lighting and alpha_discard is applied
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//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
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// alpha discard
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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#ifdef PREPASS_PIPELINE
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// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
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let out = deferred_output(in, pbr_input);
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#else
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var out: FragmentOutput;
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// apply lighting
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out.color = apply_pbr_lighting(pbr_input);
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// we can optionally modify the lit color before post-processing is applied
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//out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps);
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// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
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// note this does not include fullscreen postprocessing effects like bloom.
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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// we can optionally modify the final result here
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//out.color = out.color * 2.0;
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//#ifdef VERTEX_UV
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// out.color = out.color * grain(in.u, in.v);
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// out.color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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//#else
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// // Why am I not getting in.uv??
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// let viewport_uv = coords_to_viewport_uv(in.position.xy, view.viewport);
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// out.color = out.color * grain(viewport_uv);
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//#endif
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out.color = out.color * grain(in.position.xyz);
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#endif
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return out;
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}
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fn grain(uv: vec3<f32>) -> f32 {
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return clamp(sin(uv[0]+uv[2])+cos(uv[1]), 0.0, 1.0);
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}
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