1import package::render::mesh_view_bindings as view_bindings; 4fn prepass_depth(frag_coord: vec4<f32>, sample_index: u32) -> f32 { 6 return textureLoad(view_bindings::depth_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); 8 return textureLoad(view_bindings::depth_prepass_texture, vec2<i32>(frag_coord.xy), 0); 12fn prepass_normal(frag_coord: vec4<f32>, sample_index: u32) -> vec3<f32> { 14 let normal_sample = textureLoad(view_bindings::normal_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); 16 let normal_sample = textureLoad(view_bindings::normal_prepass_texture, vec2<i32>(frag_coord.xy), 0); 17 return normalize(normal_sample.xyz * 2.0 - vec3(1.0)); 20@if(MOTION_VECTOR_PREPASS) 21fn prepass_motion_vector(frag_coord: vec4<f32>, sample_index: u32) -> vec2<f32> { 23 let motion_vector_sample = textureLoad(view_bindings::motion_vector_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); 25 let motion_vector_sample = textureLoad(view_bindings::motion_vector_prepass_texture, vec2<i32>(frag_coord.xy), 0); 26 return motion_vector_sample.rg;