NazaraEngine/bin/resources/depth_pass.nzsl

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option HAS_DIFFUSE_TEXTURE: bool;
option HAS_ALPHA_TEXTURE: bool;
option ALPHA_TEST: bool;
const HasUV = ALPHA_TEST && (HAS_DIFFUSE_TEXTURE || HAS_ALPHA_TEXTURE);
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4<f32>
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(1), binding(0)] instanceData: uniform<InstanceData>,
[set(2), binding(0)] settings: uniform<BasicSettings>,
[set(2), binding(2)] MaterialAlphaMap: sampler2D<f32>,
}
// Fragment stage
struct FragIn
{
[location(0), cond(HasUV)] uv: vec2<f32>
}
[entry(frag), cond(ALPHA_TEST)]
fn main(input: FragIn)
{
let alpha = settings.DiffuseColor.a;
const if (HAS_DIFFUSE_TEXTURE)
// TODO: alpha *= MaterialDiffuseMap.Sample(input.uv).a;
alpha = alpha * MaterialDiffuseMap.Sample(input.uv).a;
const if (HAS_ALPHA_TEXTURE)
// TODO: alpha *= MaterialAlphaMap.Sample(input.uv).x
alpha = alpha * MaterialAlphaMap.Sample(input.uv).x;
// TODO: const assert?
if (alpha < settings.AlphaThreshold)
discard;
}
[entry(frag), cond(!ALPHA_TEST)]
fn main() {}
// Vertex stage
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1), cond(HasUV)] uv: vec2<f32>
}
struct VertOut
{
[location(0), cond(HasUV)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
const if (HasUV)
output.uv = input.uv;
return output;
}