6import bevy_pbr::render::{ 7 forward_io::{VertexOutput, FragmentOutput}, 8 pbr_bindings::emissive_texture, 9 pbr_fragment::pbr_input_from_standard_material, 10 pbr_functions::{alpha_discard, apply_pbr_lighting, main_pass_post_lighting_processing} 16struct ScreenSpaceTextureMaterial { 21@group(constants::MATERIAL_BIND_GROUP) @binding(100) var<uniform> material: ScreenSpaceTextureMaterial; 24fn fragment(in: VertexOutput, @builtin(front_facing) is_front: bool) -> FragmentOutput { 25 var pbr_input = pbr_input_from_standard_material(in, is_front); 28 pbr_input.material.emissive = vec4( 29 textureLoad(emissive_texture, vec2<i32>(floor(in.position.xy)), 0).rgb, 33 var out: FragmentOutput; 34 out.color = apply_pbr_lighting(pbr_input); 35 out.color = main_pass_post_lighting_processing(pbr_input, out.color);