2 pbr_fragment::pbr_input_from_standard_material, 3 pbr_functions::alpha_discard, 8 prepass_io::{VertexOutput, FragmentOutput}, 9 pbr_deferred_functions::deferred_output, 13 forward_io::{VertexOutput, FragmentOutput}, 14 pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing}, 18struct MyExtendedMaterial { 20#ifdef SIXTEEN_BYTE_ALIGNMENT 22 _webgl2_padding_8b: u32, 23 _webgl2_padding_12b: u32, 24 _webgl2_padding_16b: u32, 28@group(2) @binding(100) 29var<uniform> my_extended_material: MyExtendedMaterial; 34 @builtin(front_facing) is_front: bool, 37 var pbr_input = pbr_input_from_standard_material(in, is_front); 40 pbr_input.material.base_color.b = pbr_input.material.base_color.r; 43 pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); 45#ifdef PREPASS_PIPELINE 47 let out = deferred_output(in, pbr_input); 49 var out: FragmentOutput; 51 out.color = apply_pbr_lighting(pbr_input); 54 out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps); 58 out.color = main_pass_post_lighting_processing(pbr_input, out.color); 61 out.color = out.color * 2.0;