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Original file line number | Diff line number | Diff line change |
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#import bevy_pbr::{ | ||
pbr_fragment::pbr_input_from_standard_material, | ||
pbr_functions::alpha_discard, | ||
} | ||
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#ifdef PREPASS_PIPELINE | ||
#import bevy_pbr::{ | ||
prepass_io::{VertexOutput, FragmentOutput}, | ||
pbr_deferred_functions::deferred_output, | ||
} | ||
#else | ||
#import bevy_pbr::{ | ||
forward_io::{VertexOutput, FragmentOutput}, | ||
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing}, | ||
} | ||
#endif | ||
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struct MyExtendedMaterial { | ||
quantize_steps: u32, | ||
} | ||
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@group(1) @binding(100) | ||
var<uniform> my_extended_material: MyExtendedMaterial; | ||
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@fragment | ||
fn fragment( | ||
in: VertexOutput, | ||
@builtin(front_facing) is_front: bool, | ||
) -> FragmentOutput { | ||
// generate a PbrInput struct from the StandardMaterial bindings | ||
var pbr_input = pbr_input_from_standard_material(in, is_front); | ||
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// we can optionally modify the input before lighting and alpha_discard is applied | ||
pbr_input.material.base_color.b = pbr_input.material.base_color.r; | ||
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// alpha discard | ||
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); | ||
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#ifdef PREPASS_PIPELINE | ||
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader. | ||
let out = deferred_output(in, pbr_input); | ||
#else | ||
var out: FragmentOutput; | ||
// apply lighting | ||
out.color = apply_pbr_lighting(pbr_input); | ||
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// we can optionally modify the lit color before post-processing is applied | ||
out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps); | ||
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// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr) | ||
// note this does not include fullscreen postprocessing effects like bloom. | ||
out.color = main_pass_post_lighting_processing(pbr_input, out.color); | ||
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// we can optionally modify the final result here | ||
out.color = out.color * 2.0; | ||
#endif | ||
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return out; | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1 +1 @@ | ||
doc-valid-idents = ["sRGB", "NaN", "iOS", "glTF", "GitHub", "WebGPU", "GilRs"] | ||
doc-valid-idents = ["sRGB", "NaN", "iOS", "glTF", "GitHub", "WebGL", "WebGPU", "GilRs"] |
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Original file line number | Diff line number | Diff line change |
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# Bevy App | ||
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[![License](https://img.shields.io/badge/license-MIT%2FApache-blue.svg)](https://github.com/bevyengine/bevy#license) | ||
[![Crates.io](https://img.shields.io/crates/v/bevy.svg)](https://crates.io/crates/bevy_app) | ||
[![Downloads](https://img.shields.io/crates/d/bevy_app.svg)](https://crates.io/crates/bevy_app) | ||
[![Docs](https://docs.rs/bevy_app/badge.svg)](https://docs.rs/bevy_app/latest/bevy_app/) | ||
[![Discord](https://img.shields.io/discord/691052431525675048.svg?label=&logo=discord&logoColor=ffffff&color=7389D8&labelColor=6A7EC2)](https://discord.gg/bevy) | ||
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This crate is about everything concerning the highest-level, application layer of a [Bevy](https://crates.io/crates/bevy) app. |
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