#import bevy_pbr::{
mesh_bindings::mesh,
mesh_functions,
skinning,
morph::morph,
forward_io::{Vertex, VertexOutput},
view_transformations::position_world_to_clip,
mesh_view_bindings::view,
}
// How this works:
// We stores tangent in normal `(next - prev).normalize()`
// and width in uv_b
// We move one point down `view x tangent * width` and other `-view x tangent * width`.
// Normal is `-view`
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
var tangent = mesh_functions::mesh_normal_local_to_world(
vertex.normal,
vertex.instance_index
);
out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4<f32>(vertex.position, 1.0));
out.world_normal = normalize(out.world_position.xyz - view.world_position);
#ifdef VERTEX_UVS_B
out.world_position += vec4(cross(tangent, out.world_normal), 0.0) * vertex.uv_b.x;
#endif
out.position = position_world_to_clip(out.world_position.xyz);
out.uv = vertex.uv;
#ifdef VERTEX_UVS_B
out.uv_b = vertex.uv;
#endif
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh_functions::mesh_tangent_local_to_world(
world_from_local,
vertex.tangent,
vertex.instance_index
);
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
out.instance_index = vertex.instance_index;
#endif
#ifdef VISIBILITY_RANGE_DITHER
out.visibility_range_dither = mesh_functions::get_visibility_range_dither_level(
vertex.instance_index, world_from_local[3]);
#endif
return out;
}