2 meshlet::visibility_buffer_resolve::resolve_vertex_output, 3 prepass::io as prepass_io, 5 view_transformations::uv_to_ndc, 12fn vertex(@builtin(vertex_index) vertex_input: u32) -> @builtin(position) vec4<f32> { 13 let vertex_index = vertex_input % 3u; 14 let material_id = vertex_input / 3u; 15 let material_depth = f32(material_id) / 65535.0; 16 let uv = vec2<f32>(vec2(vertex_index >> 1u, vertex_index & 1u)) * 2.0; 17 return vec4(uv_to_ndc(uv), material_depth, 1.0); 21fn fragment(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> { 22 let vertex_output = resolve_vertex_output(frag_coord); 23 var rng = vertex_output.cluster_id; 24 let color = vec3(rand_f(&rng), rand_f(&rng), rand_f(&rng)); 25 return vec4(color, 1.0); 30fn prepass_fragment(@builtin(position) frag_coord: vec4<f32>) -> prepass_io::FragmentOutput { 31 let vertex_output = resolve_vertex_output(frag_coord); 33 var out: prepass_io::FragmentOutput; 36 out.normal = vec4(vertex_output.world_normal * 0.5 + vec3(0.5), 1.0); 38 @if(MOTION_VECTOR_PREPASS) 39 out.motion_vector = vertex_output.motion_vector; 46 out.deferred = vec4(0u, package::render::rgb9e5::vec3_to_rgb9e5_(vec3(1.0, 0.0, 1.0)), 0u, 0u); 48 out.deferred_lighting_pass_id = 1u;