1import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput; 2import package::meshlet::bindings::InstancedOffset; 4@if(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>; 8@group(0) @binding(1) var<storage, read> meshlet_raster_clusters: array<InstancedOffset>; 9@group(0) @binding(2) var<storage, read> meshlet_instance_material_ids: array<u32>; 13fn resolve_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32 { 14 let visibility = textureLoad(meshlet_visibility_buffer, vec2<u32>(in.position.xy)).r; 15 @if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT) 16 let depth = u32(visibility >> 32u); 18 let depth = visibility; 20 if depth == 0u { discard; } 22 return bitcast<f32>(depth); 26@if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT) 28fn resolve_material_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32 { 29 let visibility = textureLoad(meshlet_visibility_buffer, vec2<u32>(in.position.xy)).r; 31 let depth = visibility >> 32u; 32 if depth == 0lu { discard; } 34 let cluster_id = u32(visibility) >> 7u; 35 let instance_id = meshlet_raster_clusters[cluster_id].instance_id; 36 let material_id = meshlet_instance_material_ids[instance_id]; 37 return f32(material_id) / 65535.0;