1#define_import_path bevy_pbr::mesh_view_bindings 3#import bevy_pbr::mesh_view_types as types 9@group(0) @binding(0) var<uniform> view: View; 10@group(0) @binding(1) var<uniform> lights: types::Lights; 11#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT 12@group(0) @binding(2) var point_shadow_textures: texture_depth_cube; 14@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array; 16@group(0) @binding(3) var point_shadow_textures_comparison_sampler: sampler_comparison; 17#ifdef PCSS_SAMPLERS_AVAILABLE 18@group(0) @binding(4) var point_shadow_textures_linear_sampler: sampler; 19#endif // PCSS_SAMPLERS_AVAILABLE 20#ifdef NO_ARRAY_TEXTURES_SUPPORT 21@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d; 23@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d_array; 25@group(0) @binding(6) var directional_shadow_textures_comparison_sampler: sampler_comparison; 26#ifdef PCSS_SAMPLERS_AVAILABLE 27@group(0) @binding(7) var directional_shadow_textures_linear_sampler: sampler; 28#endif // PCSS_SAMPLERS_AVAILABLE 30#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3 31@group(0) @binding(8) var<storage> clusterable_objects: types::ClusterableObjects; 32@group(0) @binding(9) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists; 33@group(0) @binding(10) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts; 35@group(0) @binding(8) var<uniform> clusterable_objects: types::ClusterableObjects; 36@group(0) @binding(9) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists; 37@group(0) @binding(10) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts; 40@group(0) @binding(11) var<uniform> globals: Globals; 41@group(0) @binding(12) var<uniform> fog: types::Fog; 42@group(0) @binding(13) var<uniform> light_probes: types::LightProbes; 44const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u; 45#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6 46@group(0) @binding(14) var<storage> visibility_ranges: array<vec4<f32>>; 48@group(0) @binding(14) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>; 51@group(0) @binding(15) var<uniform> ssr_settings: types::ScreenSpaceReflectionsSettings; 52@group(0) @binding(16) var screen_space_ambient_occlusion_texture: texture_2d<f32>; 53@group(0) @binding(17) var<uniform> environment_map_uniform: types::EnvironmentMapUniform; 56@group(0) @binding(18) var dt_lut_texture: texture_3d<f32>; 57@group(0) @binding(19) var dt_lut_sampler: sampler; 61@group(0) @binding(20) var depth_prepass_texture: texture_depth_multisampled_2d; 62#endif // DEPTH_PREPASS 64@group(0) @binding(21) var normal_prepass_texture: texture_multisampled_2d<f32>; 65#endif // NORMAL_PREPASS 66#ifdef MOTION_VECTOR_PREPASS 67@group(0) @binding(22) var motion_vector_prepass_texture: texture_multisampled_2d<f32>; 68#endif // MOTION_VECTOR_PREPASS 73@group(0) @binding(20) var depth_prepass_texture: texture_depth_2d; 74#endif // DEPTH_PREPASS 76@group(0) @binding(21) var normal_prepass_texture: texture_2d<f32>; 77#endif // NORMAL_PREPASS 78#ifdef MOTION_VECTOR_PREPASS 79@group(0) @binding(22) var motion_vector_prepass_texture: texture_2d<f32>; 80#endif // MOTION_VECTOR_PREPASS 84#ifdef DEFERRED_PREPASS 85@group(0) @binding(23) var deferred_prepass_texture: texture_2d<u32>; 86#endif // DEFERRED_PREPASS 88@group(0) @binding(24) var view_transmission_texture: texture_2d<f32>; 89@group(0) @binding(25) var view_transmission_sampler: sampler; 92@group(0) @binding(26) var<storage, read_write> oit_layers: array<vec2<u32>>; 93@group(0) @binding(27) var<storage, read_write> oit_layer_ids: array<atomic<i32>>; 94@group(0) @binding(28) var<uniform> oit_settings: types::OrderIndependentTransparencySettings; 97#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY 98@group(1) @binding(0) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>; 99@group(1) @binding(1) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>; 101@group(1) @binding(0) var diffuse_environment_map: texture_cube<f32>; 102@group(1) @binding(1) var specular_environment_map: texture_cube<f32>; 104@group(1) @binding(2) var environment_map_sampler: sampler; 106#ifdef IRRADIANCE_VOLUMES_ARE_USABLE 107#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY 108@group(1) @binding(3) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>; 110@group(1) @binding(3) var irradiance_volume: texture_3d<f32>; 112@group(1) @binding(4) var irradiance_volume_sampler: sampler; 115#ifdef CLUSTERED_DECALS_ARE_USABLE 116@group(1) @binding(5) var<storage> clustered_decals: types::ClusteredDecals; 117@group(1) @binding(6) var clustered_decal_textures: binding_array<texture_2d<f32>, 8u>; 118@group(1) @binding(7) var clustered_decal_sampler: sampler; 119#endif // CLUSTERED_DECALS_ARE_USABLE