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57 lines
1.2 KiB
Plaintext
57 lines
1.2 KiB
Plaintext
#import bevy_pbr::{
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pbr_fragment::pbr_input_from_standard_material,
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forward_io::{VertexOutput, FragmentOutput},
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mesh_view_bindings::globals,
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pbr_functions::{
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alpha_discard,
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apply_pbr_lighting,
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main_pass_post_lighting_processing
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},
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}
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struct MatExt {
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step: u32,
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}
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@group(1) @binding(100)
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var<uniform> mat_ext: MatExt;
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fn random(st: vec2<f32>) -> f32 {
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var a = vec2(12.9898, 78.233);
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var b = 43758.5453123;
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return fract(sin(dot(st.xy, a)) * b);
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}
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fn noise(st: vec2<f32>) -> f32 {
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var i = floor(st);
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var f = floor(st);
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var a = random(i);
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var b = random(i + vec2(1.0, 0.0));
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var c = random(i + vec2(0.0, 1.0));
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var d = random(i + vec2(1.0, 1.0));
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var u = smoothstep(vec2(0.0), vec2(1.0), f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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@fragment
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fn fragment(
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in: VertexOutput,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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pbr_input.material.base_color.b = pbr_input.material.base_color.r;
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var out: FragmentOutput;
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out.color = apply_pbr_lighting(pbr_input);
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var pos = vec2(in.uv * 5.0) + vec2(globals.time);
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var n = noise(pos);
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out.color = vec4(vec3(n), abs(sin(globals.time)));
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return out;
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} |