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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/assets/shaders/array_texture.wgsl
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#import bevy_pbr::{
    forward_io::VertexOutput,
    mesh_view_bindings::view,
    pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new},
    pbr_functions as fns,
    pbr_bindings,
}
#import bevy_core_pipeline::tonemapping::tone_mapping

@group(#{MATERIAL_BIND_GROUP}) @binding(0) var my_array_texture: texture_2d_array<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var my_array_texture_sampler: sampler;

@fragment
fn fragment(
    @builtin(front_facing) is_front: bool,
    mesh: VertexOutput,
) -> @location(0) vec4<f32> {
    let layer = i32(mesh.world_position.x) & 0x3;

    // Prepare a 'processed' StandardMaterial by sampling all textures to resolve
    // the material members
    var pbr_input: PbrInput = pbr_input_new();

    pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer);
#ifdef VERTEX_COLORS
    pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
#endif

    let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;

    pbr_input.frag_coord = mesh.position;
    pbr_input.world_position = mesh.world_position;
    pbr_input.world_normal = fns::prepare_world_normal(
        mesh.world_normal,
        double_sided,
        is_front,
    );

    pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0;

    pbr_input.N = normalize(pbr_input.world_normal);

#ifdef VERTEX_TANGENTS
    let Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, mesh.uv, view.mip_bias).rgb;
    let TBN = fns::calculate_tbn_mikktspace(mesh.world_normal, mesh.world_tangent);
    pbr_input.N = fns::apply_normal_mapping(
        pbr_input.material.flags,
        TBN,
        double_sided,
        is_front,
        Nt,
    );
#endif

    pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);

    return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);
}