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another-boids-in-rust/vendor/bevy_pbr/src/meshlet/resolve_render_targets.wgsl

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1.5 KiB
WebGPU Shading Language

#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r64uint, read>;
#else
@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r32uint, read>;
#endif
@group(0) @binding(1) var<storage, read> meshlet_cluster_instance_ids: array<u32>; // Per cluster
@group(0) @binding(2) var<storage, read> meshlet_instance_material_ids: array<u32>; // Per entity instance
/// This pass writes out the depth texture.
@fragment
fn resolve_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32 {
let visibility = textureLoad(meshlet_visibility_buffer, vec2<u32>(in.position.xy)).r;
#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
let depth = u32(visibility >> 32u);
#else
let depth = visibility;
#endif
if depth == 0u { discard; }
return bitcast<f32>(depth);
}
/// This pass writes out the material depth texture.
#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@fragment
fn resolve_material_depth(in: FullscreenVertexOutput) -> @builtin(frag_depth) f32 {
let visibility = textureLoad(meshlet_visibility_buffer, vec2<u32>(in.position.xy)).r;
let depth = visibility >> 32u;
if depth == 0lu { discard; }
let cluster_id = u32(visibility) >> 7u;
let instance_id = meshlet_cluster_instance_ids[cluster_id];
let material_id = meshlet_instance_material_ids[instance_id];
return f32(material_id) / 65535.0;
}
#endif