Path: blob/main/crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
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#define_import_path bevy_pbr::mesh_view_bindings #import bevy_pbr::mesh_view_types as types #import bevy_render::{ view::View, globals::Globals, } @group(0) @binding(0) var<uniform> view: View; @group(0) @binding(1) var<uniform> lights: types::Lights; #ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT @group(0) @binding(2) var point_shadow_textures: texture_depth_cube; #else @group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array; #endif @group(0) @binding(3) var point_shadow_textures_comparison_sampler: sampler_comparison; #ifdef PCSS_SAMPLERS_AVAILABLE @group(0) @binding(4) var point_shadow_textures_linear_sampler: sampler; #endif // PCSS_SAMPLERS_AVAILABLE #ifdef NO_ARRAY_TEXTURES_SUPPORT @group(0) @binding(5) var directional_shadow_textures: texture_depth_2d; #else @group(0) @binding(5) var directional_shadow_textures: texture_depth_2d_array; #endif @group(0) @binding(6) var directional_shadow_textures_comparison_sampler: sampler_comparison; #ifdef PCSS_SAMPLERS_AVAILABLE @group(0) @binding(7) var directional_shadow_textures_linear_sampler: sampler; #endif // PCSS_SAMPLERS_AVAILABLE #if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3 @group(0) @binding(8) var<storage> clusterable_objects: types::ClusterableObjects; @group(0) @binding(9) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists; @group(0) @binding(10) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts; #else @group(0) @binding(8) var<uniform> clusterable_objects: types::ClusterableObjects; @group(0) @binding(9) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists; @group(0) @binding(10) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts; #endif @group(0) @binding(11) var<uniform> globals: Globals; @group(0) @binding(12) var<uniform> fog: types::Fog; @group(0) @binding(13) var<uniform> light_probes: types::LightProbes; const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u; #if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6 @group(0) @binding(14) var<storage> visibility_ranges: array<vec4<f32>>; #else @group(0) @binding(14) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>; #endif @group(0) @binding(15) var<uniform> ssr_settings: types::ScreenSpaceReflectionsSettings; @group(0) @binding(16) var screen_space_ambient_occlusion_texture: texture_2d<f32>; @group(0) @binding(17) var<uniform> environment_map_uniform: types::EnvironmentMapUniform; // NB: If you change these, make sure to update `tonemapping_shared.wgsl` too. @group(0) @binding(18) var dt_lut_texture: texture_3d<f32>; @group(0) @binding(19) var dt_lut_sampler: sampler; #ifdef MULTISAMPLED #ifdef DEPTH_PREPASS @group(0) @binding(20) var depth_prepass_texture: texture_depth_multisampled_2d; #endif // DEPTH_PREPASS #ifdef NORMAL_PREPASS @group(0) @binding(21) var normal_prepass_texture: texture_multisampled_2d<f32>; #endif // NORMAL_PREPASS #ifdef MOTION_VECTOR_PREPASS @group(0) @binding(22) var motion_vector_prepass_texture: texture_multisampled_2d<f32>; #endif // MOTION_VECTOR_PREPASS #else // MULTISAMPLED #ifdef DEPTH_PREPASS @group(0) @binding(20) var depth_prepass_texture: texture_depth_2d; #endif // DEPTH_PREPASS #ifdef NORMAL_PREPASS @group(0) @binding(21) var normal_prepass_texture: texture_2d<f32>; #endif // NORMAL_PREPASS #ifdef MOTION_VECTOR_PREPASS @group(0) @binding(22) var motion_vector_prepass_texture: texture_2d<f32>; #endif // MOTION_VECTOR_PREPASS #endif // MULTISAMPLED #ifdef DEFERRED_PREPASS @group(0) @binding(23) var deferred_prepass_texture: texture_2d<u32>; #endif // DEFERRED_PREPASS @group(0) @binding(24) var view_transmission_texture: texture_2d<f32>; @group(0) @binding(25) var view_transmission_sampler: sampler; #ifdef OIT_ENABLED @group(0) @binding(26) var<storage, read_write> oit_layers: array<vec2<u32>>; @group(0) @binding(27) var<storage, read_write> oit_layer_ids: array<atomic<i32>>; @group(0) @binding(28) var<uniform> oit_settings: types::OrderIndependentTransparencySettings; #endif // OIT_ENABLED #ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY @group(1) @binding(0) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>; @group(1) @binding(1) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>; #else @group(1) @binding(0) var diffuse_environment_map: texture_cube<f32>; @group(1) @binding(1) var specular_environment_map: texture_cube<f32>; #endif @group(1) @binding(2) var environment_map_sampler: sampler; #ifdef IRRADIANCE_VOLUMES_ARE_USABLE #ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY @group(1) @binding(3) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>; #else @group(1) @binding(3) var irradiance_volume: texture_3d<f32>; #endif @group(1) @binding(4) var irradiance_volume_sampler: sampler; #endif #ifdef CLUSTERED_DECALS_ARE_USABLE @group(1) @binding(5) var<storage> clustered_decals: types::ClusteredDecals; @group(1) @binding(6) var clustered_decal_textures: binding_array<texture_2d<f32>, 8u>; @group(1) @binding(7) var clustered_decal_sampler: sampler; #endif // CLUSTERED_DECALS_ARE_USABLE