1#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput 2#import bevy_pbr::meshlet_bindings::InstancedOffset 4#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 5@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r64uint, read>; 7@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r32uint, read>; 9@group(0) @binding(1) var<storage, read> meshlet_raster_clusters: array<InstancedOffset>; 10@group(0) @binding(2) var<storage, read> meshlet_instance_material_ids: array<u32>; 14fn resolve_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32 { 15 let visibility = textureLoad(meshlet_visibility_buffer, vec2<u32>(in.position.xy)).r; 16#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 17 let depth = u32(visibility >> 32u); 19 let depth = visibility; 22 if depth == 0u { discard; } 24 return bitcast<f32>(depth); 28#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 30fn resolve_material_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32 { 31 let visibility = textureLoad(meshlet_visibility_buffer, vec2<u32>(in.position.xy)).r; 33 let depth = visibility >> 32u; 34 if depth == 0lu { discard; } 36 let cluster_id = u32(visibility) >> 7u; 37 let instance_id = meshlet_raster_clusters[cluster_id].instance_id; 38 let material_id = meshlet_instance_material_ids[instance_id]; 39 return f32(material_id) / 65535.0;