import package::{
mesh2d::functions as mesh_functions,
mesh2d::vertex_output::VertexOutput,
mesh2d::view_bindings::view,
mesh2d::vertex_input::{Vertex, decompress_vertex},
mesh2d::bindings as mesh2d_bindings,
sprite_mesh::bindings::material,
sprite_mesh::functions as sprite_functions,
};
@if(BINDLESS)
import package::sprite_mesh::bindings::material_indices;
@if(TONEMAP_IN_SHADER)
import bevy_core_pipeline::tonemapping;
@if(SRGB_OUTPUT)
import bevy_render::color_operations::linear_to_srgb;
@if(OKLAB_OUTPUT)
import bevy_render::color_operations::linear_rgb_to_oklab;
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
let instance_index = vertex.instance_index;
@if(BINDLESS)
let slot = mesh2d_bindings::mesh[instance_index].material_bind_group_slot;
@if(BINDLESS)
let vertex_scale = material[material_indices[slot].material].vertex_scale;
@else
let vertex_scale = material.vertex_scale;
@if(BINDLESS)
let vertex_offset = material[material_indices[slot].material].vertex_offset;
@else
let vertex_offset = material.vertex_offset;
var out: VertexOutput;
let uncompressed_vertex = decompress_vertex(vertex, instance_index);
@if(VERTEX_UVS)
out.uv = uncompressed_vertex.uv;
@if(VERTEX_POSITIONS)
var world_from_local = mesh_functions::get_world_from_local(instance_index);
@if(VERTEX_POSITIONS)
let position = vec4<f32>(uncompressed_vertex.position * vec3<f32>(vertex_scale, 1.0) + vec3<f32>(vertex_offset, 0.0), 1.0);
@if(VERTEX_POSITIONS)
out.world_position = mesh_functions::mesh2d_position_local_to_world(
world_from_local,
position
);
@if(VERTEX_POSITIONS)
out.position = mesh_functions::mesh2d_position_world_to_clip(out.world_position);
@if(VERTEX_NORMALS)
out.world_normal = mesh_functions::mesh2d_normal_local_to_world(uncompressed_vertex.normal, vertex.instance_index);
@if(VERTEX_TANGENTS)
out.world_tangent = mesh_functions::mesh2d_tangent_local_to_world(
world_from_local,
uncompressed_vertex.tangent
);
@if(VERTEX_COLORS)
out.color = uncompressed_vertex.color;
out.instance_index = instance_index;
return out;
}
@fragment
fn fragment(
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
var output_color = sprite_functions::sample_final_color(mesh.uv, mesh.instance_index);
@if(TONEMAP_IN_SHADER)
output_color = tonemapping::tone_mapping(output_color, view.color_grading);
@if(SRGB_OUTPUT)
output_color = vec4(linear_to_srgb(output_color.rgb), output_color.a);
@if(OKLAB_OUTPUT)
output_color = vec4(linear_rgb_to_oklab(output_color.rgb), output_color.a);
return output_color;
}