struct FlatMaterialParams {
color: vec4<f32>,
};
@group(MATERIAL_BIND_GROUP)
@binding(0)
var<uniform> flat_params: FlatMaterialParams;
fn get_material(in: MaterialInput) -> MaterialOutput {
var out: MaterialOutput;
out.roughness = 0.4;
out.metallic = 0.5;
let color = flat_params.color * get_entity_color_or(in.entity_loc, vec4<f32>(1., 1., 1., 1.));
out.opacity = color.a;
out.alpha_cutoff = 0.;
out.base_color = color.rgb;
out.emissive_factor = vec3<f32>(0., 0., 0.);
out.shading = 1.;
out.normal = in.normal;
return out;
}