fn get_material(in: MaterialInput) -> MaterialOutput {
var out: MaterialOutput;
out.opacity = in.world_position.x;
out.alpha_cutoff = -0.1;
out.base_color = in.normal;
out.emissive_factor = vec3<f32>(0., 0., 0.);
out.shading = 1.;
out.normal = in.normal;
out.roughness = 0.4;
out.metallic = 0.5;
return out;
}