1pub const WGSL_VERSION: u32 = 5;
33
34pub const SHARED_BINDINGS_WGSL: &str = r#"
60// @viewport-wgsl-version: 1
61// Shared group-0 declarations. Do not re-declare these bindings in plugin
62// shaders.
63
64struct Camera {
65 view_proj: mat4x4<f32>,
66 eye_pos: vec3<f32>,
67 _pad0: f32,
68 forward: vec3<f32>,
69 _pad1: f32,
70 inv_view_proj: mat4x4<f32>,
71 view: mat4x4<f32>,
72};
73
74struct SingleLight {
75 light_view_proj: mat4x4<f32>,
76 pos_or_dir: vec3<f32>,
77 light_type: u32,
78 colour: vec3<f32>,
79 intensity: f32,
80 range: f32,
81 inner_angle: f32,
82 outer_angle: f32,
83 spot_direction: vec3<f32>,
84 _pad: vec2<f32>,
85};
86
87struct Lights {
88 count: u32,
89 shadow_bias: f32,
90 shadows_enabled: u32,
91 debug_vis_mode: u32,
92 sky_colour: vec3<f32>,
93 hemisphere_intensity: f32,
94 ground_colour: vec3<f32>,
95 debug_vis_scale: f32,
96 ibl_enabled: u32,
97 ibl_intensity: f32,
98 ibl_rotation: f32,
99 show_skybox: u32,
100 debug_vis_split_x: f32,
101 _pad_dbg_a: u32,
102 _pad_dbg_b: u32,
103 _pad_dbg_c: u32,
104};
105
106struct ClipPlanes {
107 planes: array<vec4<f32>, 6>,
108 count: u32,
109 _pad0: u32,
110 viewport_width: f32,
111 viewport_height: f32,
112};
113
114struct ClipVolumeEntry {
115 volume_type: u32,
116 _pad_a: u32,
117 _pad_b: u32,
118 _pad_c: u32,
119 center: vec3<f32>,
120 radius: f32,
121 half_extents: vec3<f32>,
122 _pad1: f32,
123 col0: vec3<f32>,
124 _pad2: f32,
125 col1: vec3<f32>,
126 _pad3: f32,
127 col2: vec3<f32>,
128 _pad4: f32,
129};
130
131struct ClipVolumeUB {
132 count: u32,
133 _pad_a: u32,
134 _pad_b: u32,
135 _pad_c: u32,
136 volumes: array<ClipVolumeEntry, 4>,
137};
138
139@group(0) @binding(0) var<uniform> camera: Camera;
140@group(0) @binding(1) var shadow_atlas_tex: texture_depth_2d;
141@group(0) @binding(2) var shadow_atlas_sampler: sampler_comparison;
142@group(0) @binding(3) var<uniform> lights: Lights;
143@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
144@group(0) @binding(6) var<uniform> clip_volume: ClipVolumeUB;
145@group(0) @binding(7) var ibl_irradiance_tex: texture_2d<f32>;
146@group(0) @binding(8) var ibl_specular_tex: texture_2d<f32>;
147@group(0) @binding(9) var ibl_brdf_lut: texture_2d<f32>;
148@group(0) @binding(10) var ibl_sampler: sampler;
149@group(0) @binding(11) var skybox_tex: texture_2d<f32>;
150@group(0) @binding(13) var<storage, read> lights_storage: array<SingleLight>;
151
152// Section-view clip planes: returns false when `world_pos` is on the
153// clipped side of any active plane. Plugin fragment shaders call this and
154// `discard` when it returns false to match the lib's clipping behaviour.
155fn viewport_pass_clip_planes(world_pos: vec3<f32>) -> bool {
156 for (var i = 0u; i < clip_planes.count; i = i + 1u) {
157 let plane = clip_planes.planes[i];
158 if dot(world_pos, plane.xyz) + plane.w < 0.0 {
159 return false;
160 }
161 }
162 return true;
163}
164
165// Composable clip volumes (box / sphere / cylinder): returns true when
166// `world_pos` is inside every active clip volume. Returns true when no
167// volumes are active.
168fn viewport_pass_clip_volumes(world_pos: vec3<f32>) -> bool {
169 for (var i = 0u; i < clip_volume.count; i = i + 1u) {
170 let e = clip_volume.volumes[i];
171 if e.volume_type == 2u {
172 let d = world_pos - e.center;
173 let local = vec3<f32>(dot(d, e.col0), dot(d, e.col1), dot(d, e.col2));
174 if abs(local.x) > e.half_extents.x
175 || abs(local.y) > e.half_extents.y
176 || abs(local.z) > e.half_extents.z {
177 return false;
178 }
179 } else if e.volume_type == 3u {
180 let ds = world_pos - e.center;
181 if dot(ds, ds) > e.radius * e.radius { return false; }
182 } else if e.volume_type == 4u {
183 let axis = e.col0;
184 let d = world_pos - e.center;
185 let along = dot(d, axis);
186 if abs(along) > e.half_extents.x { return false; }
187 let radial = d - axis * along;
188 if dot(radial, radial) > e.radius * e.radius { return false; }
189 }
190 }
191 return true;
192}
193
194// Combined clip test. Returns true when the fragment should be kept,
195// false when it should be discarded. Plugin fragment shaders typically:
196//
197// if !viewport_clip_test(in.world_pos) { discard; }
198fn viewport_clip_test(world_pos: vec3<f32>) -> bool {
199 return viewport_pass_clip_planes(world_pos)
200 && viewport_pass_clip_volumes(world_pos);
201}
202
203// The shadow-info uniform (binding 5) is declared inside SHARED_PBR_WGSL
204// for the sole use of `viewport_sample_csm`. Its struct layout and field
205// set are intentionally not part of the published contract and may change
206// between catalog versions. Plugins must not redeclare binding 5 and must
207// not read the uniform directly; route shadow queries through
208// `viewport_sample_csm`.
209"#;
210
211pub const SHARED_PBR_WGSL: &str = r#"
241// @viewport-wgsl-version: 2
242// Shared PBR / lit-shading helpers. Requires SHARED_BINDINGS_WGSL to be
243// included first.
244//
245// Internal binding: the CSM uniform at @group(0) @binding(5) is declared
246// here for `viewport_sample_csm`'s use. Its struct layout is an internal
247// detail of this catalog; plugin shaders must not reference
248// `_viewport_csm` directly or assume the field set is stable.
249
250struct _ViewportCsm {
251 cascade_vp: array<mat4x4<f32>, 4>,
252 cascade_splits: vec4<f32>,
253 cascade_count: u32,
254 atlas_size: f32,
255 shadow_filter: u32,
256 pcss_light_radius: f32,
257 atlas_rects: array<vec4<f32>, 8>,
258};
259
260@group(0) @binding(5) var<uniform> _viewport_csm: _ViewportCsm;
261
262const _VIEWPORT_POISSON_DISK: array<vec2<f32>, 32> = array<vec2<f32>, 32>(
263 vec2<f32>(-0.94201624, -0.39906216), vec2<f32>( 0.94558609, -0.76890725),
264 vec2<f32>(-0.09418410, -0.92938870), vec2<f32>( 0.34495938, 0.29387760),
265 vec2<f32>(-0.91588581, 0.45771432), vec2<f32>(-0.81544232, -0.87912464),
266 vec2<f32>(-0.38277543, 0.27676845), vec2<f32>( 0.97484398, 0.75648379),
267 vec2<f32>( 0.44323325, -0.97511554), vec2<f32>( 0.53742981, -0.47373420),
268 vec2<f32>(-0.26496911, -0.41893023), vec2<f32>( 0.79197514, 0.19090188),
269 vec2<f32>(-0.24188840, 0.99706507), vec2<f32>(-0.81409955, 0.91437590),
270 vec2<f32>( 0.19984126, 0.78641367), vec2<f32>( 0.14383161, -0.14100790),
271 vec2<f32>(-0.44451570, 0.67055830), vec2<f32>( 0.70509040, -0.15854630),
272 vec2<f32>( 0.07130650, -0.64599580), vec2<f32>( 0.39881030, 0.55789810),
273 vec2<f32>(-0.60554040, -0.34964830), vec2<f32>( 0.85095100, 0.47178830),
274 vec2<f32>(-0.47994860, 0.08443340), vec2<f32>(-0.12494190, -0.76098760),
275 vec2<f32>( 0.64839320, 0.74738240), vec2<f32>(-0.96815740, -0.12345680),
276 vec2<f32>( 0.27682050, -0.80927180), vec2<f32>(-0.73016460, 0.18344200),
277 vec2<f32>( 0.54754660, 0.06234570), vec2<f32>(-0.30967360, -0.61021430),
278 vec2<f32>(-0.57774330, 0.80459740), vec2<f32>( 0.18238670, -0.37596540),
279);
280
281struct PbrInputs {
282 world_pos: vec3<f32>,
283 world_n: vec3<f32>,
284 view_dir: vec3<f32>,
285 albedo: vec3<f32>,
286 metallic: f32,
287 roughness: f32,
288 ao: f32,
289 emissive: vec3<f32>,
290};
291
292// Forward declaration: defined below; referenced by the lighting helpers.
293// The full definition appears after the lighting helpers for readability.
294// (WGSL allows module-scope identifiers to be used anywhere in the module
295// regardless of source order.)
296
297fn viewport_apply_scene_lighting(
298 normal: vec3<f32>,
299 base_colour: vec3<f32>,
300 two_sided: bool,
301 world_pos: vec3<f32>,
302) -> vec3<f32> {
303 let up_weight = clamp(normal.z * 0.5 + 0.5, 0.0, 1.0);
304 let ambient = mix(lights.ground_colour, lights.sky_colour, up_weight)
305 * lights.hemisphere_intensity;
306
307 var direct = vec3<f32>(0.0);
308 let n_lights = lights.count;
309 for (var i: u32 = 0u; i < n_lights; i = i + 1u) {
310 let l = lights_storage[i];
311 var L: vec3<f32>;
312 var radiance: vec3<f32>;
313 if l.light_type == 0u {
314 L = normalize(l.pos_or_dir);
315 radiance = l.colour * l.intensity;
316 } else if l.light_type == 1u {
317 let to_light = l.pos_or_dir - world_pos;
318 let dist = length(to_light);
319 L = to_light / max(dist, 0.0001);
320 let falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
321 radiance = l.colour * l.intensity * falloff * falloff;
322 } else {
323 let to_light = l.pos_or_dir - world_pos;
324 let dist = length(to_light);
325 L = to_light / max(dist, 0.0001);
326 let dist_falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
327 let spot_dir = normalize(l.spot_direction);
328 let cos_angle = dot(-L, spot_dir);
329 let cos_outer = cos(l.outer_angle);
330 let cos_inner = cos(l.inner_angle);
331 let cone_att = clamp(
332 (cos_angle - cos_outer) / max(cos_inner - cos_outer, 0.0001),
333 0.0, 1.0,
334 );
335 radiance = l.colour * l.intensity * dist_falloff * dist_falloff * cone_att;
336 }
337 let raw = dot(normal, L);
338 let n_dot_l = select(max(raw, 0.0), abs(raw), two_sided);
339 var shadow_factor = 1.0;
340 if i == 0u {
341 shadow_factor = viewport_sample_csm(world_pos, normal);
342 }
343 direct = direct + radiance * n_dot_l * shadow_factor;
344 }
345 return base_colour * (ambient + direct);
346}
347
348// Cascade selection + atlas tap. Mirrors the bias scheme and filter
349// kernel used by the lib's built-in mesh pipeline so plugin items composite
350// consistently in the same scene. Implementation details (cascade count,
351// filter, bias) are internal and may change between catalog versions.
352fn viewport_sample_csm(world_pos: vec3<f32>, world_normal: vec3<f32>) -> f32 {
353 if lights.shadows_enabled == 0u || lights.count == 0u {
354 return 1.0;
355 }
356
357 let primary = lights_storage[0];
358 var light_dir: vec3<f32>;
359 if primary.light_type == 0u {
360 light_dir = normalize(primary.pos_or_dir);
361 } else {
362 let to_light = primary.pos_or_dir - world_pos;
363 light_dir = to_light / max(length(to_light), 0.0001);
364 }
365
366 let eye_pos = camera.eye_pos;
367 let dist = dot(world_pos - eye_pos, camera.forward);
368
369 var cascade_idx = 0u;
370 for (var i = 0u; i < _viewport_csm.cascade_count; i = i + 1u) {
371 if dist > _viewport_csm.cascade_splits[i] {
372 cascade_idx = i + 1u;
373 }
374 }
375 cascade_idx = min(cascade_idx, _viewport_csm.cascade_count - 1u);
376
377 let light_clip = _viewport_csm.cascade_vp[cascade_idx] * vec4<f32>(world_pos, 1.0);
378 let ndc = light_clip.xyz / light_clip.w;
379 let tile_uv = vec2<f32>(ndc.x * 0.5 + 0.5, -ndc.y * 0.5 + 0.5);
380
381 let rect = _viewport_csm.atlas_rects[cascade_idx];
382 let atlas_uv = vec2<f32>(
383 mix(rect.x, rect.z, tile_uv.x),
384 mix(rect.y, rect.w, tile_uv.y),
385 );
386
387 let n_dot_l = dot(world_normal, light_dir);
388 let offset_sign = select(-1.0, 1.0, n_dot_l >= 0.0);
389 let vp = _viewport_csm.cascade_vp[cascade_idx];
390 let vp_row0 = vec3<f32>(vp[0][0], vp[1][0], vp[2][0]);
391 let vp_row1 = vec3<f32>(vp[0][1], vp[1][1], vp[2][1]);
392 let vp_row2 = vec3<f32>(vp[0][2], vp[1][2], vp[2][2]);
393 let texel_world = 2.0 / (length(vp_row0) * _viewport_csm.atlas_size * (rect.z - rect.x));
394
395 let primary_light_type = primary.light_type;
396 var offset_world: vec3<f32>;
397 if primary_light_type == 0u {
398 let normal_bias = texel_world * 1.5;
399 offset_world = world_pos - light_dir * normal_bias;
400 } else {
401 let normal_bias = texel_world * mix(1.5, 0.0, clamp(abs(n_dot_l), 0.0, 1.0));
402 offset_world = world_pos + world_normal * (offset_sign * normal_bias);
403 }
404 let offset_clip = _viewport_csm.cascade_vp[cascade_idx] * vec4<f32>(offset_world, 1.0);
405 let biased_depth = (offset_clip.xyz / offset_clip.w).z - lights.shadow_bias;
406
407 if tile_uv.x < 0.0 || tile_uv.x > 1.0 || tile_uv.y < 0.0 || tile_uv.y > 1.0 ||
408 ndc.z < 0.0 || ndc.z > 1.0 {
409 return 1.0;
410 }
411
412 let n_ndc = vec3<f32>(
413 dot(vp_row0, world_normal) / dot(vp_row0, vp_row0),
414 dot(vp_row1, world_normal) / dot(vp_row1, vp_row1),
415 dot(vp_row2, world_normal) / dot(vp_row2, vp_row2),
416 );
417 let nz_sign = select(-1.0, 1.0, n_ndc.z >= 0.0);
418 let nz = nz_sign * max(abs(n_ndc.z), 1e-4);
419 let rp_gate = select(0.0, 1.0, primary_light_type == 0u);
420 let depth_grad = vec2<f32>(
421 -n_ndc.x / nz * 2.0 / (rect.z - rect.x),
422 n_ndc.y / nz * 2.0 / (rect.w - rect.y),
423 ) * rp_gate;
424
425 let texel_size = 1.0 / _viewport_csm.atlas_size;
426 let noise = fract(52.9829189 * fract(dot(world_pos.xz, vec2<f32>(0.06711056, 0.00583715))));
427 let rot = noise * 6.28318530;
428 let sin_r = sin(rot);
429 let cos_r = cos(rot);
430
431 if _viewport_csm.shadow_filter == 1u {
432 let search_radius = _viewport_csm.pcss_light_radius * 16.0 * texel_size;
433 var blocker_sum = 0.0;
434 var blocker_count = 0.0;
435 for (var i = 0u; i < 16u; i = i + 1u) {
436 let d = _VIEWPORT_POISSON_DISK[i];
437 let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
438 let sample_uv = atlas_uv + rd * search_radius;
439 let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
440 let coords = vec2<i32>(clamped_uv * _viewport_csm.atlas_size);
441 let raw_depth = textureLoad(shadow_atlas_tex, coords, 0);
442 if raw_depth < ndc.z {
443 blocker_sum = blocker_sum + raw_depth;
444 blocker_count = blocker_count + 1.0;
445 }
446 }
447 if blocker_count < 1.0 {
448 return 1.0;
449 }
450 let avg_blocker = blocker_sum / blocker_count;
451 let penumbra_width = _viewport_csm.pcss_light_radius * (biased_depth - avg_blocker) / max(avg_blocker, 0.001);
452 let filter_radius = max(penumbra_width * 16.0 * texel_size, texel_size);
453 var shadow = 0.0;
454 for (var i = 0u; i < 32u; i = i + 1u) {
455 let d = _VIEWPORT_POISSON_DISK[i];
456 let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
457 let sample_uv = atlas_uv + rd * filter_radius;
458 let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
459 let tap_depth = biased_depth
460 + clamp(dot(depth_grad, clamped_uv - atlas_uv), -0.005, 0.005);
461 shadow = shadow + textureSampleCompare(shadow_atlas_tex, shadow_atlas_sampler, clamped_uv, tap_depth);
462 }
463 return shadow / 32.0;
464 } else {
465 let pcf_radius = select(4.0, 1.5, primary_light_type == 0u) * texel_size;
466 var shadow = 0.0;
467 for (var i = 0u; i < 32u; i = i + 1u) {
468 let d = _VIEWPORT_POISSON_DISK[i];
469 let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
470 let sample_uv = atlas_uv + rd * pcf_radius;
471 let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
472 let tap_depth = biased_depth
473 + clamp(dot(depth_grad, clamped_uv - atlas_uv), -0.005, 0.005);
474 shadow = shadow + textureSampleCompare(shadow_atlas_tex, shadow_atlas_sampler, clamped_uv, tap_depth);
475 }
476 return shadow / 32.0;
477 }
478}
479
480// PBR shading. Cook-Torrance specular with GGX NDF + Smith G + Schlick
481// Fresnel, Lambert diffuse weighted by (1 - metallic). Integrates against
482// every active scene light; IBL contribution is added when
483// `lights.ibl_enabled != 0`.
484fn viewport_pbr_shade(inp: PbrInputs) -> vec3<f32> {
485 let N = normalize(inp.world_n);
486 let V = normalize(inp.view_dir);
487 let roughness = max(inp.roughness, 0.04);
488 let alpha = roughness * roughness;
489 let alpha2 = alpha * alpha;
490 let f0 = mix(vec3<f32>(0.04), inp.albedo, inp.metallic);
491
492 // Hemisphere ambient (kept for parity with non-PBR pipelines when IBL
493 // is disabled).
494 let up_weight = clamp(N.z * 0.5 + 0.5, 0.0, 1.0);
495 let ambient = mix(lights.ground_colour, lights.sky_colour, up_weight)
496 * lights.hemisphere_intensity * inp.albedo * inp.ao;
497
498 var lo = vec3<f32>(0.0);
499 let n_lights = lights.count;
500 for (var i: u32 = 0u; i < n_lights; i = i + 1u) {
501 let l = lights_storage[i];
502 var L: vec3<f32>;
503 var radiance: vec3<f32>;
504 if l.light_type == 0u {
505 L = normalize(l.pos_or_dir);
506 radiance = l.colour * l.intensity;
507 } else if l.light_type == 1u {
508 let to_light = l.pos_or_dir - inp.world_pos;
509 let dist = length(to_light);
510 L = to_light / max(dist, 0.0001);
511 let falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
512 radiance = l.colour * l.intensity * falloff * falloff;
513 } else {
514 let to_light = l.pos_or_dir - inp.world_pos;
515 let dist = length(to_light);
516 L = to_light / max(dist, 0.0001);
517 let dist_falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
518 let spot_dir = normalize(l.spot_direction);
519 let cos_angle = dot(-L, spot_dir);
520 let cos_outer = cos(l.outer_angle);
521 let cos_inner = cos(l.inner_angle);
522 let cone_att = clamp(
523 (cos_angle - cos_outer) / max(cos_inner - cos_outer, 0.0001),
524 0.0, 1.0,
525 );
526 radiance = l.colour * l.intensity * dist_falloff * dist_falloff * cone_att;
527 }
528
529 let H = normalize(V + L);
530 let n_dot_l = max(dot(N, L), 0.0);
531 let n_dot_v = max(dot(N, V), 0.0001);
532 let n_dot_h = max(dot(N, H), 0.0);
533 let v_dot_h = max(dot(V, H), 0.0);
534
535 let denom = n_dot_h * n_dot_h * (alpha2 - 1.0) + 1.0;
536 let D = alpha2 / max(3.14159265 * denom * denom, 1e-6);
537 let k = (roughness + 1.0) * (roughness + 1.0) * 0.125;
538 let G1v = n_dot_v / (n_dot_v * (1.0 - k) + k);
539 let G1l = n_dot_l / max(n_dot_l * (1.0 - k) + k, 1e-6);
540 let G = G1v * G1l;
541 let F = f0 + (vec3<f32>(1.0) - f0) * pow(1.0 - v_dot_h, 5.0);
542 let spec = (D * G) * F / max(4.0 * n_dot_v * n_dot_l, 1e-6);
543
544 let kd = (vec3<f32>(1.0) - F) * (1.0 - inp.metallic);
545 let diff = kd * inp.albedo / 3.14159265;
546 var shadow_factor = 1.0;
547 if i == 0u {
548 shadow_factor = viewport_sample_csm(inp.world_pos, N);
549 }
550 lo = lo + (diff + spec) * radiance * n_dot_l * shadow_factor;
551 }
552
553 return ambient + lo + inp.emissive;
554}
555"#;
556
557pub const SHARED_OIT_WGSL: &str = r#"
565// @viewport-wgsl-version: 1
566// OIT MRT output struct and pack helper. Requires SHARED_BINDINGS_WGSL.
567//
568// Use as:
569// @fragment
570// fn fs_main(...) -> OitOutput {
571// return viewport_oit_pack(color_rgb, alpha, in.view_z);
572// }
573//
574// `view_z` is the view-space Z coordinate (negative in front of the
575// camera). The weight function biases nearer fragments toward higher
576// contribution, matching the weight curve in mesh_oit.wgsl.
577
578struct OitOutput {
579 @location(0) accum: vec4<f32>,
580 @location(1) reveal: f32,
581};
582
583fn viewport_oit_weight(view_z: f32, alpha: f32) -> f32 {
584 // Weight curve from McGuire & Bavoil 2013, equation 7. Tuned for the
585 // lib's typical scene depth range.
586 let z = abs(view_z);
587 let w = alpha * clamp(10.0 / (1e-5 + pow(z / 5.0, 2.0) + pow(z / 200.0, 6.0)), 1e-2, 3e3);
588 return w;
589}
590
591fn viewport_oit_pack(color: vec3<f32>, alpha: f32, view_z: f32) -> OitOutput {
592 let w = viewport_oit_weight(view_z, alpha);
593 var out: OitOutput;
594 out.accum = vec4<f32>(color * alpha * w, alpha * w);
595 out.reveal = alpha;
596 return out;
597}
598"#;
599
600pub const SHARED_MASK_WGSL: &str = r#"
608// @viewport-wgsl-version: 1
609// Outline-mask fragment helper. Returns a single R8 value of 1.0 for any
610// covered pixel; the composite reads the mask and draws the outline edge.
611
612@fragment
613fn viewport_mask_fs() -> @location(0) f32 {
614 return 1.0;
615}
616"#;
617
618pub const SHARED_PICK_WGSL: &str = r#"
625// @viewport-wgsl-version: 1
626// Pick-id fragment helper. The vertex stage must provide a flat-interpolated
627// pick_id at @location(0) of the fragment input; see your pipeline's vertex
628// shader for the matching declaration.
629
630@fragment
631fn viewport_pick_fs(
632 @location(0) @interpolate(flat) pick_id: u32,
633) -> @location(0) u32 {
634 return pick_id;
635}
636"#;