import package::render::mesh_view_bindings as view_bindings;
@if(DEPTH_PREPASS)
fn prepass_depth(frag_coord: vec4<f32>, sample_index: u32) -> f32 {
@if(MULTISAMPLED)
return textureLoad(view_bindings::depth_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index));
@else // MULTISAMPLED
return textureLoad(view_bindings::depth_prepass_texture, vec2<i32>(frag_coord.xy), 0);
}
@if(NORMAL_PREPASS)
fn prepass_normal(frag_coord: vec4<f32>, sample_index: u32) -> vec3<f32> {
@if(MULTISAMPLED)
let normal_sample = textureLoad(view_bindings::normal_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index));
@else
let normal_sample = textureLoad(view_bindings::normal_prepass_texture, vec2<i32>(frag_coord.xy), 0);
return normalize(normal_sample.xyz * 2.0 - vec3(1.0));
}
@if(MOTION_VECTOR_PREPASS)
fn prepass_motion_vector(frag_coord: vec4<f32>, sample_index: u32) -> vec2<f32> {
@if(MULTISAMPLED)
let motion_vector_sample = textureLoad(view_bindings::motion_vector_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index));
@else
let motion_vector_sample = textureLoad(view_bindings::motion_vector_prepass_texture, vec2<i32>(frag_coord.xy), 0);
return motion_vector_sample.rg;
}