Path: blob/main/crates/bevy_pbr/src/prepass/prepass_io.wgsl
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#define_import_path bevy_pbr::prepass_io
// Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can
// pass them to custom prepass shaders like pbr_prepass.wgsl.
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
#ifdef VERTEX_UVS_A
@location(1) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
@location(2) uv_b: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef VERTEX_NORMALS
@location(3) normal: vec3<f32>,
#endif
#ifdef VERTEX_TANGENTS
@location(4) tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef SKINNED
@location(5) joint_indices: vec4<u32>,
@location(6) joint_weights: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(7) color: vec4<f32>,
#endif
#ifdef MORPH_TARGETS
@builtin(vertex_index) index: u32,
#endif // MORPH_TARGETS
}
struct VertexOutput {
// This is `clip position` when the struct is used as a vertex stage output
// and `frag coord` when used as a fragment stage input
@builtin(position) position: vec4<f32>,
#ifdef VERTEX_UVS_A
@location(0) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
@location(1) uv_b: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(2) world_normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(3) world_tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(4) world_position: vec4<f32>,
#ifdef MOTION_VECTOR_PREPASS
@location(5) previous_world_position: vec4<f32>,
#endif
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
@location(6) unclipped_depth: f32,
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
@location(7) instance_index: u32,
#endif
#ifdef VERTEX_COLORS
@location(8) color: vec4<f32>,
#endif
#ifdef VISIBILITY_RANGE_DITHER
@location(9) @interpolate(flat) visibility_range_dither: i32,
#endif // VISIBILITY_RANGE_DITHER
}
#ifdef PREPASS_FRAGMENT
struct FragmentOutput {
#ifdef NORMAL_PREPASS
@location(0) normal: vec4<f32>,
#endif
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif
#ifdef DEFERRED_PREPASS
@location(2) deferred: vec4<u32>,
@location(3) deferred_lighting_pass_id: u32,
#endif
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
@builtin(frag_depth) frag_depth: f32,
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
}
#endif //PREPASS_FRAGMENT