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 19 @location(3) normal: vec3<f32>, 22 @location(4) tangent: vec4<f32>, 24#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS 27 @location(5) joint_indices: vec4<u32>, 28 @location(6) joint_weights: vec4<f32>, 32 @location(7) color: vec4<f32>, 36 @builtin(vertex_index) index: u32, 37#endif // MORPH_TARGETS 43 @builtin(position) position: vec4<f32>, 46 @location(0) uv: vec2<f32>, 50 @location(1) uv_b: vec2<f32>, 53#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS 54 @location(2) world_normal: vec3<f32>, 56 @location(3) world_tangent: vec4<f32>, 58#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS 60 @location(4) world_position: vec4<f32>, 61#ifdef MOTION_VECTOR_PREPASS 62 @location(5) previous_world_position: vec4<f32>, 65#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION 66 @location(6) unclipped_depth: f32, 67#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION 68#ifdef VERTEX_OUTPUT_INSTANCE_INDEX 69 @location(7) instance_index: u32, 73 @location(8) color: vec4<f32>, 76#ifdef VISIBILITY_RANGE_DITHER 77 @location(9) @interpolate(flat) visibility_range_dither: i32, 78#endif // VISIBILITY_RANGE_DITHER 81#ifdef PREPASS_FRAGMENT 82struct FragmentOutput { 84 @location(0) normal: vec4<f32>, 87#ifdef MOTION_VECTOR_PREPASS 88 @location(1) motion_vector: vec2<f32>, 91#ifdef DEFERRED_PREPASS 92 @location(2) deferred: vec4<u32>, 93 @location(3) deferred_lighting_pass_id: u32, 96#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION 97 @builtin(frag_depth) frag_depth: f32, 98#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION 100#endif //PREPASS_FRAGMENT