1#define_import_path bevy_pbr::mesh_view_bindings 3#import bevy_pbr::mesh_view_types as types 4#import bevy_pbr::atmosphere::types as atmosphere 10@group(0) @binding(0) var<uniform> view: View; 11@group(0) @binding(1) var<uniform> lights: types::Lights; 12#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT 13@group(0) @binding(2) var point_shadow_textures: texture_depth_cube; 15@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array; 17@group(0) @binding(3) var point_shadow_textures_comparison_sampler: sampler_comparison; 18#ifdef PCSS_SAMPLERS_AVAILABLE 19@group(0) @binding(4) var point_shadow_textures_linear_sampler: sampler; 20#endif // PCSS_SAMPLERS_AVAILABLE 21#ifdef NO_ARRAY_TEXTURES_SUPPORT 22@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d; 24@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d_array; 26@group(0) @binding(6) var directional_shadow_textures_comparison_sampler: sampler_comparison; 27#ifdef PCSS_SAMPLERS_AVAILABLE 28@group(0) @binding(7) var directional_shadow_textures_linear_sampler: sampler; 29#endif // PCSS_SAMPLERS_AVAILABLE 31#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3 32@group(0) @binding(8) var<storage> clusterable_objects: types::ClusterableObjects; 33@group(0) @binding(9) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists; 34@group(0) @binding(10) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts; 36@group(0) @binding(8) var<uniform> clusterable_objects: types::ClusterableObjects; 37@group(0) @binding(9) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists; 38@group(0) @binding(10) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts; 41@group(0) @binding(11) var<uniform> globals: Globals; 42@group(0) @binding(12) var<uniform> fog: types::Fog; 43@group(0) @binding(13) var<uniform> light_probes: types::LightProbes; 45const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u; 46#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6 47@group(0) @binding(14) var<storage> visibility_ranges: array<vec4<f32>>; 49@group(0) @binding(14) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>; 52@group(0) @binding(15) var<uniform> ssr_settings: types::ScreenSpaceReflectionsSettings; 53@group(0) @binding(16) var screen_space_ambient_occlusion_texture: texture_2d<f32>; 54@group(0) @binding(17) var<uniform> environment_map_uniform: types::EnvironmentMapUniform; 57@group(0) @binding(18) var dt_lut_texture: texture_3d<f32>; 58@group(0) @binding(19) var dt_lut_sampler: sampler; 62@group(0) @binding(20) var depth_prepass_texture: texture_depth_multisampled_2d; 63#endif // DEPTH_PREPASS 65@group(0) @binding(21) var normal_prepass_texture: texture_multisampled_2d<f32>; 66#endif // NORMAL_PREPASS 67#ifdef MOTION_VECTOR_PREPASS 68@group(0) @binding(22) var motion_vector_prepass_texture: texture_multisampled_2d<f32>; 69#endif // MOTION_VECTOR_PREPASS 74@group(0) @binding(20) var depth_prepass_texture: texture_depth_2d; 75#endif // DEPTH_PREPASS 77@group(0) @binding(21) var normal_prepass_texture: texture_2d<f32>; 78#endif // NORMAL_PREPASS 79#ifdef MOTION_VECTOR_PREPASS 80@group(0) @binding(22) var motion_vector_prepass_texture: texture_2d<f32>; 81#endif // MOTION_VECTOR_PREPASS 85#ifdef DEFERRED_PREPASS 86@group(0) @binding(23) var deferred_prepass_texture: texture_2d<u32>; 87#endif // DEFERRED_PREPASS 89@group(0) @binding(24) var view_transmission_texture: texture_2d<f32>; 90@group(0) @binding(25) var view_transmission_sampler: sampler; 93@group(0) @binding(26) var<storage, read_write> oit_layers: array<vec2<u32>>; 94@group(0) @binding(27) var<storage, read_write> oit_layer_ids: array<atomic<i32>>; 95@group(0) @binding(28) var<uniform> oit_settings: types::OrderIndependentTransparencySettings; 99@group(0) @binding(29) var atmosphere_transmittance_texture: texture_2d<f32>; 100@group(0) @binding(30) var atmosphere_transmittance_sampler: sampler; 101@group(0) @binding(31) var<storage> atmosphere_data: atmosphere::AtmosphereData; 104#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY 105@group(1) @binding(0) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>; 106@group(1) @binding(1) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>; 108@group(1) @binding(0) var diffuse_environment_map: texture_cube<f32>; 109@group(1) @binding(1) var specular_environment_map: texture_cube<f32>; 111@group(1) @binding(2) var environment_map_sampler: sampler; 113#ifdef IRRADIANCE_VOLUMES_ARE_USABLE 114#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY 115@group(1) @binding(3) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>; 117@group(1) @binding(3) var irradiance_volume: texture_3d<f32>; 119@group(1) @binding(4) var irradiance_volume_sampler: sampler; 122#ifdef CLUSTERED_DECALS_ARE_USABLE 123@group(1) @binding(5) var<storage> clustered_decals: types::ClusteredDecals; 124@group(1) @binding(6) var clustered_decal_textures: binding_array<texture_2d<f32>, 8u>; 125@group(1) @binding(7) var clustered_decal_sampler: sampler; 126#endif // CLUSTERED_DECALS_ARE_USABLE