it heccin borken
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62
src/nodes/drawable/line.wgsl
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62
src/nodes/drawable/line.wgsl
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#import bevy_pbr::{
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::alpha_discard,
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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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#ifdef VERTEX_COLORS
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var out: FragmentOutput;
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// apply lighting
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out.color = in.color;
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return out;
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#endif
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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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#ifdef VERTEX_COLORS
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// Multiply emissive color by vertex color
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pbr_input.material.emissive.rgb *= in.color.rgb;
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#endif
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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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// 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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#endif
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return out;
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}
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