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0bdc962e2c
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e43a22931c
| Author | SHA1 | Date | |
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| e43a22931c | |||
| 530fac29dc |
@@ -11,6 +11,7 @@
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}
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}
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#import webview::util::{
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#import webview::util::{
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surface_color,
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surface_color,
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overlay_color,
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}
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}
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@fragment
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@fragment
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@@ -19,14 +20,12 @@ fn fragment(
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@builtin(front_facing) is_front: bool,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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) -> FragmentOutput {
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var out: FragmentOutput;
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var out: FragmentOutput;
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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var alpha = pbr_input.material.base_color.a;
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var surface = surface_color(in.uv);
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pbr_input.material.base_color *= surface_color(in.uv);
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var overlay = overlay_color(in.uv);
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// pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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var result_rgb = mix(surface.rgb, overlay.rgb, overlay.a);
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out.color = pbr_input.material.base_color * alpha;
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out.color = vec4(result_rgb, 1.0);
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// out.color.a *= alpha;
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return out;
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return out;
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}
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}
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@@ -30,6 +30,9 @@ pub struct WebviewMaterial {
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#[texture(101)]
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#[texture(101)]
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#[sampler(102)]
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#[sampler(102)]
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pub surface: Option<Handle<Image>>,
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pub surface: Option<Handle<Image>>,
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#[texture(103)]
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#[sampler(104)]
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pub overlay: Option<Handle<Image>>,
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}
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}
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impl Material for WebviewMaterial {}
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impl Material for WebviewMaterial {}
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@@ -8,7 +8,13 @@
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@group(#{MATERIAL_BIND_GROUP}) @binding(101) var surface_texture: texture_2d<f32>;
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@group(#{MATERIAL_BIND_GROUP}) @binding(101) var surface_texture: texture_2d<f32>;
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@group(#{MATERIAL_BIND_GROUP}) @binding(102) var surface_sampler: sampler;
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@group(#{MATERIAL_BIND_GROUP}) @binding(102) var surface_sampler: sampler;
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@group(#{MATERIAL_BIND_GROUP}) @binding(103) var overlay_texture: texture_2d<f32>;
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@group(#{MATERIAL_BIND_GROUP}) @binding(104) var overlay_sampler: sampler;
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fn surface_color(uv: vec2<f32>) -> vec4<f32> {
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fn surface_color(uv: vec2<f32>) -> vec4<f32> {
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// let flip = vec2(1.0 - uv.x, uv.y);
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return textureSampleBias(surface_texture, surface_sampler, uv, view.mip_bias);
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return textureSampleBias(surface_texture, surface_sampler, uv, view.mip_bias);
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}
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}
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fn overlay_color(uv: vec2<f32>) -> vec4<f32> {
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return textureSampleBias(overlay_texture, overlay_sampler, uv, view.mip_bias);
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}
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