2 forward_io::VertexOutput, 3 mesh_view_bindings::view, 4 pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new}, 8#import bevy_core_pipeline::tonemapping::tone_mapping 10@group(#{MATERIAL_BIND_GROUP}) @binding(0) var my_array_texture: texture_2d_array<f32>; 11@group(#{MATERIAL_BIND_GROUP}) @binding(1) var my_array_texture_sampler: sampler; 15 @builtin(front_facing) is_front: bool, 17) -> @location(0) vec4<f32> { 18 let layer = i32(mesh.world_position.x) & 0x3; 22 var pbr_input: PbrInput = pbr_input_new(); 24 pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer); 26 pbr_input.material.base_color = pbr_input.material.base_color * mesh.color; 29 let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u; 31 pbr_input.frag_coord = mesh.position; 32 pbr_input.world_position = mesh.world_position; 33 pbr_input.world_normal = fns::prepare_world_normal( 39 pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0; 41 pbr_input.N = normalize(pbr_input.world_normal); 44 let Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, mesh.uv, view.mip_bias).rgb; 45 let TBN = fns::calculate_tbn_mikktspace(mesh.world_normal, mesh.world_tangent); 46 pbr_input.N = fns::apply_normal_mapping( 47 pbr_input.material.flags, 55 pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic); 57 return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);