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1#import bevy_pbr::{
2 meshlet_visibility_buffer_resolve::resolve_vertex_output,
3 view_transformations::uv_to_ndc,
4 prepass_io,
5 pbr_prepass_functions,
6 utils::rand_f,
7}
9@vertex
10fn vertex(@builtin(vertex_index) vertex_input: u32) -> @builtin(position) vec4<f32> {
11 let vertex_index = vertex_input % 3u;
12 let material_id = vertex_input / 3u;
13 let material_depth = f32(material_id) / 65535.0;
14 let uv = vec2<f32>(vec2(vertex_index >> 1u, vertex_index & 1u)) * 2.0;
15 return vec4(uv_to_ndc(uv), material_depth, 1.0);
18@fragment
19fn fragment(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
20 let vertex_output = resolve_vertex_output(frag_coord);
21 var rng = vertex_output.cluster_id;
22 let color = vec3(rand_f(&rng), rand_f(&rng), rand_f(&rng));
23 return vec4(color, 1.0);
26#ifdef PREPASS_FRAGMENT
27@fragment
28fn prepass_fragment(@builtin(position) frag_coord: vec4<f32>) -> prepass_io::FragmentOutput {
29 let vertex_output = resolve_vertex_output(frag_coord);
31 var out: prepass_io::FragmentOutput;
33#ifdef NORMAL_PREPASS
34 out.normal = vec4(vertex_output.world_normal * 0.5 + vec3(0.5), 1.0);
35#endif
37#ifdef MOTION_VECTOR_PREPASS
38 out.motion_vector = vertex_output.motion_vector;
39#endif
41#ifdef DEFERRED_PREPASS
42 // There isn't any material info available for this default prepass shader so we are just writing 
43 // emissive magenta out to the deferred gbuffer to be rendered by the first deferred lighting pass layer.
44 // This is here so if the default prepass fragment is used for deferred magenta will be rendered, and also
45 // as an example to show that a user could write to the deferred gbuffer if they were to start from this shader.
46 out.deferred = vec4(0u, bevy_pbr::rgb9e5::vec3_to_rgb9e5_(vec3(1.0, 0.0, 1.0)), 0u, 0u);
47 out.deferred_lighting_pass_id = 1u;
48#endif
50 return out;
52#endif
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