outfly/assets/shaders/material_asteroid.wgsl

78 lines
2.4 KiB
WebGPU Shading Language

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