import bevy_render::bindless::{bindless_samplers_filtering, bindless_textures_2d};
import package::{
prepass::io::VertexOutput,
prepass::bindings::previous_view_uniforms,
render::{
mesh_bindings::mesh,
mesh_view_bindings::view,
pbr_bindings,
pbr_types,
},
};
@if(BINDLESS)
import package::render::pbr_bindings::material_indices;
/// Cutoff used for the premultiplied alpha modes BLEND, ADD, and ALPHA_TO_COVERAGE.
const PREMULTIPLIED_ALPHA_CUTOFF = 0.05;
/// Reusable alpha discard logic suitable for use by custom materials in the prepass.
/// We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff
fn prepass_alpha_discard(material_flags: u32, alpha_cutoff: f32, output_color: vec4<f32>) {
let alpha_mode = material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
if output_color.a < alpha_cutoff {
discard;
}
} else if (alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND ||
alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD ||
alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ALPHA_TO_COVERAGE) {
if output_color.a < PREMULTIPLIED_ALPHA_CUTOFF {
discard;
}
} else if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED {
if all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) {
discard;
}
}
}
/// Samples the StandardMaterial's base color (including the base color texture, if any) and then
/// invokes `prepass_alpha_discard` with the material's flags and alpha cutoff.
fn prepass_sample_color_and_alpha_discard(in: VertexOutput) {
@if(MAY_DISCARD) {
@if(BINDLESS) {
let slot = mesh[in.instance_index].material_and_lightmap_bind_group_slot & 0xffffu;
var output_color: vec4<f32> = pbr_bindings::material_array[material_indices[slot].material].base_color;
let flags = pbr_bindings::material_array[material_indices[slot].material].flags;
let alpha_cutoff = pbr_bindings::material_array[material_indices[slot].material].alpha_cutoff;
}
@else {
var output_color: vec4<f32> = pbr_bindings::material.base_color;
let flags = pbr_bindings::material.flags;
let alpha_cutoff = pbr_bindings::material.alpha_cutoff;
}
@if(VERTEX_UVS) {
@if(STANDARD_MATERIAL_BASE_COLOR_UV_B)
var uv = in.uv_b;
@else // STANDARD_MATERIAL_BASE_COLOR_UV_B
var uv = in.uv;
@if(BINDLESS)
let uv_transform = pbr_bindings::material_array[material_indices[slot].material].uv_transform;
@else
let uv_transform = pbr_bindings::material.uv_transform;
uv = (uv_transform * vec3(uv, 1.0)).xy;
if (flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
@if(BINDLESS)
let texture = bindless_textures_2d[material_indices[slot].base_color_texture];
@else
let texture = pbr_bindings::base_color_texture;
@if(BINDLESS)
let sampler_ = bindless_samplers_filtering[material_indices[slot].base_color_sampler];
@else
let sampler_ = pbr_bindings::base_color_sampler;
output_color = output_color * textureSampleBias(
texture,
sampler_,
uv,
view.mip_bias
);
}
}
prepass_alpha_discard(flags, alpha_cutoff, output_color);
}
}
@if(MOTION_VECTOR_PREPASS)
fn calculate_motion_vector(world_position: vec4<f32>, previous_world_position: vec4<f32>) -> vec2<f32> {
let clip_position_t = view.unjittered_clip_from_world * world_position;
let clip_position = clip_position_t.xy / clip_position_t.w;
let previous_clip_position_t = previous_view_uniforms.unjittered_clip_from_world * previous_world_position;
let previous_clip_position = previous_clip_position_t.xy / previous_clip_position_t.w;
// These motion vectors are used as offsets to UV positions and are stored
// in the range -1,1 to allow offsetting from the one corner to the
// diagonally-opposite corner in UV coordinates, in either direction.
// A difference between diagonally-opposite corners of clip space is in the
// range -2,2, so this needs to be scaled by 0.5. And the V direction goes
// down where clip space y goes up, so y needs to be flipped.
return (clip_position - previous_clip_position) * vec2(0.5, -0.5);
}