Path: blob/main/crates/bevy_pbr/src/meshlet/meshlet_mesh_material.wgsl
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#import bevy_pbr::{ meshlet_visibility_buffer_resolve::resolve_vertex_output, view_transformations::uv_to_ndc, prepass_io, pbr_prepass_functions, utils::rand_f, } @vertex fn vertex(@builtin(vertex_index) vertex_input: u32) -> @builtin(position) vec4<f32> { let vertex_index = vertex_input % 3u; let material_id = vertex_input / 3u; let material_depth = f32(material_id) / 65535.0; let uv = vec2<f32>(vec2(vertex_index >> 1u, vertex_index & 1u)) * 2.0; return vec4(uv_to_ndc(uv), material_depth, 1.0); } @fragment fn fragment(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> { let vertex_output = resolve_vertex_output(frag_coord); var rng = vertex_output.cluster_id; let color = vec3(rand_f(&rng), rand_f(&rng), rand_f(&rng)); return vec4(color, 1.0); } #ifdef PREPASS_FRAGMENT @fragment fn prepass_fragment(@builtin(position) frag_coord: vec4<f32>) -> prepass_io::FragmentOutput { let vertex_output = resolve_vertex_output(frag_coord); var out: prepass_io::FragmentOutput; #ifdef NORMAL_PREPASS out.normal = vec4(vertex_output.world_normal * 0.5 + vec3(0.5), 1.0); #endif #ifdef MOTION_VECTOR_PREPASS out.motion_vector = vertex_output.motion_vector; #endif #ifdef DEFERRED_PREPASS // There isn't any material info available for this default prepass shader so we are just writing // emissive magenta out to the deferred gbuffer to be rendered by the first deferred lighting pass layer. // This is here so if the default prepass fragment is used for deferred magenta will be rendered, and also // as an example to show that a user could write to the deferred gbuffer if they were to start from this shader. out.deferred = vec4(0u, bevy_pbr::rgb9e5::vec3_to_rgb9e5_(vec3(1.0, 0.0, 1.0)), 0u, 0u); out.deferred_lighting_pass_id = 1u; #endif return out; } #endif