1#define_import_path bevy_pbr::prepass_io 6 @builtin(instance_index) instance_index: u32, 7 @location(0) position: vec3<f32>, 10 @location(1) uv: vec2<f32>, 14 @location(2) uv_b: vec2<f32>, 17#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS 18 @location(3) normal: vec3<f32>, 20 @location(4) tangent: vec4<f32>, 22#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS 25 @location(5) joint_indices: vec4<u32>, 26 @location(6) joint_weights: vec4<f32>, 30 @location(7) color: vec4<f32>, 34 @builtin(vertex_index) index: u32, 35#endif // MORPH_TARGETS 41 @builtin(position) position: vec4<f32>, 44 @location(0) uv: vec2<f32>, 48 @location(1) uv_b: vec2<f32>, 51#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS 52 @location(2) world_normal: vec3<f32>, 54 @location(3) world_tangent: vec4<f32>, 56#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS 58 @location(4) world_position: vec4<f32>, 59#ifdef MOTION_VECTOR_PREPASS 60 @location(5) previous_world_position: vec4<f32>, 63#ifdef DEPTH_CLAMP_ORTHO 64 @location(6) clip_position_unclamped: vec4<f32>, 65#endif // DEPTH_CLAMP_ORTHO 66#ifdef VERTEX_OUTPUT_INSTANCE_INDEX 67 @location(7) instance_index: u32, 71 @location(8) color: vec4<f32>, 75#ifdef PREPASS_FRAGMENT 76struct FragmentOutput { 78 @location(0) normal: vec4<f32>, 81#ifdef MOTION_VECTOR_PREPASS 82 @location(1) motion_vector: vec2<f32>, 85#ifdef DEFERRED_PREPASS 86 @location(2) deferred: vec4<u32>, 87 @location(3) deferred_lighting_pass_id: u32, 90#ifdef DEPTH_CLAMP_ORTHO 91 @builtin(frag_depth) frag_depth: f32, 92#endif // DEPTH_CLAMP_ORTHO 94#endif //PREPASS_FRAGMENT