option HasDiffuseTexture: bool = false; option HasAlphaTexture: bool = false; option AlphaTest: bool = false; [layout(std140)] struct BasicSettings { AlphaThreshold: f32, DiffuseColor: vec4 } [layout(std140)] struct InstanceData { worldMatrix: mat4, invWorldMatrix: mat4 } [layout(std140)] struct ViewerData { projectionMatrix: mat4, invProjectionMatrix: mat4, viewMatrix: mat4, invViewMatrix: mat4, viewProjMatrix: mat4, invViewProjMatrix: mat4, renderTargetSize: vec2, invRenderTargetSize: vec2, eyePosition: vec3 } external { [binding(0)] settings: uniform, [binding(1)] MaterialDiffuseMap: sampler2D, [binding(2)] MaterialAlphaMap: sampler2D, [binding(3)] TextureOverlay: sampler2D, [binding(4)] instanceData: uniform, [binding(5)] viewerData: uniform, } struct InputData { [location(0)] normal: vec3, [location(1)] uv: vec2, [location(2)] pos: vec3 } struct OutputData { [location(0)] diffuseMap: vec4, [location(1)] normalMap: vec4, [location(2)] positionMap: vec4 } [entry(frag)] fn main(input: InputData) -> OutputData { let diffuseColor = settings.DiffuseColor; const if (HasDiffuseTexture) diffuseColor *= MaterialDiffuseMap.Sample(input.uv); const if (HasAlphaTexture) diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x; const if (AlphaTest) { if (diffuseColor.w < settings.AlphaThreshold) discard; } let output: OutputData; output.diffuseMap = diffuseColor; output.normalMap = vec4((vec3(1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0); output.positionMap = vec4(input.pos, 1.0); return output; }