#import bevy_pbr::pbr_fragment::pbr_input_from_standard_material
#import bevy_pbr::mesh_view_bindings::globals
struct MyExtendedMaterial {
speed: f32,
blur_strength: f32,
}
@group(#{MATERIAL_BIND_GROUP}) @binding(100)
var<uniform> my_extended_material: MyExtendedMaterial;
#ifdef PREPASS_PIPELINE
#import bevy_pbr::prepass_io::{VertexOutput, FragmentOutput}
#import bevy_pbr::pbr_deferred_functions::deferred_output
#else
#import bevy_pbr::forward_io::{VertexOutput, FragmentOutput}
#import bevy_pbr::pbr_functions::main_pass_post_lighting_processing
#endif
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
var pbr_input = pbr_input_from_standard_material(in, is_front);
let time = globals.time;
#ifdef PREPASS_PIPELINE
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
out.color = vec4<f32>(pbr_input.material.base_color.rgb, pbr_input.material.base_color.a);
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
#endif
return out;
}