diff --git a/src/main.rs b/src/main.rs index 5c4a05e..44e298d 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,5 +1,7 @@ use bevy::{input::system::exit_on_esc_system, pbr::AmbientLight, prelude::*}; +mod rendering; + mod light_balls; use light_balls::*; mod player; @@ -10,7 +12,7 @@ use columns::*; fn main() { App::build() .insert_resource(Msaa { samples: 4 }) - .add_plugins(DefaultPlugins) + .add_plugins(rendering::CustomPlugins) .init_resource::() .add_startup_system(setup.system()) .add_system(exit_on_esc_system.system()) diff --git a/src/player.rs b/src/player.rs index 5ce16c1..ef24cdf 100644 --- a/src/player.rs +++ b/src/player.rs @@ -31,7 +31,7 @@ pub fn spawn_player( light_material.emissive = Color::rgb(15.0, 15.0, 15.0); let light_material = materials.add(light_material); - for i in 0..5 { + for i in 0..10 { parent .spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Icosphere { diff --git a/src/rendering/mod.rs b/src/rendering/mod.rs new file mode 100644 index 0000000..606abd7 --- /dev/null +++ b/src/rendering/mod.rs @@ -0,0 +1,102 @@ +use bevy::app::{PluginGroup, PluginGroupBuilder}; +use bevy::pbr::render_graph::{LightsNode, PBR_PIPELINE_HANDLE}; +use bevy::prelude::*; +use bevy::render::{ + pipeline::PipelineDescriptor, + render_graph::{base, AssetRenderResourcesNode, RenderGraph, RenderResourcesNode}, + shader::Shader, +}; + +mod pipeline; +use pipeline::build_pbr_pipeline; + +pub struct CustomPlugins; +impl PluginGroup for CustomPlugins { + fn build(&mut self, group: &mut PluginGroupBuilder) { + group.add(bevy::log::LogPlugin::default()); + group.add(bevy::core::CorePlugin::default()); + group.add(bevy::transform::TransformPlugin::default()); + group.add(bevy::diagnostic::DiagnosticsPlugin::default()); + group.add(bevy::input::InputPlugin::default()); + group.add(bevy::window::WindowPlugin::default()); + group.add(bevy::asset::AssetPlugin::default()); + group.add(bevy::scene::ScenePlugin::default()); + + group.add(bevy::render::RenderPlugin::default()); + group.add(bevy::sprite::SpritePlugin::default()); + group.add(CustomPbrPlugin::default()); + group.add(bevy::ui::UiPlugin::default()); + group.add(bevy::text::TextPlugin::default()); + group.add(bevy::gilrs::GilrsPlugin::default()); + group.add(bevy::gltf::GltfPlugin::default()); + group.add(bevy::winit::WinitPlugin::default()); + group.add(bevy::wgpu::WgpuPlugin::default()); + } +} + +#[derive(Default)] +pub struct CustomPbrPlugin; +impl Plugin for CustomPbrPlugin { + fn build(&self, app: &mut AppBuilder) { + app.add_asset::() + .register_type::() + .add_system_to_stage( + CoreStage::PostUpdate, + bevy::render::shader::asset_shader_defs_system::.system(), + ) + .init_resource::(); + add_pbr_graph(app.world_mut()); + + // add default StandardMaterial + let mut materials = app + .world_mut() + .get_resource_mut::>() + .unwrap(); + materials.set_untracked( + Handle::::default(), + StandardMaterial { + base_color: Color::PINK, + unlit: true, + ..Default::default() + }, + ); + } +} + +/// the names of pbr graph nodes +mod node { + pub const TRANSFORM: &str = "transform"; + pub const STANDARD_MATERIAL: &str = "standard_material"; + pub const LIGHTS: &str = "lights"; +} + +fn add_pbr_graph(world: &mut World) { + { + let mut graph = world.get_resource_mut::().unwrap(); + graph.add_system_node( + node::TRANSFORM, + RenderResourcesNode::::new(true), + ); + graph.add_system_node( + node::STANDARD_MATERIAL, + AssetRenderResourcesNode::::new(true), + ); + graph.add_system_node(node::LIGHTS, LightsNode::new(30)); + + // TODO: replace these with "autowire" groups + graph + .add_node_edge(node::STANDARD_MATERIAL, base::node::MAIN_PASS) + .unwrap(); + graph + .add_node_edge(node::TRANSFORM, base::node::MAIN_PASS) + .unwrap(); + graph + .add_node_edge(node::LIGHTS, base::node::MAIN_PASS) + .unwrap(); + } + let pipeline = build_pbr_pipeline(&mut world.get_resource_mut::>().unwrap()); + let mut pipelines = world + .get_resource_mut::>() + .unwrap(); + pipelines.set_untracked(PBR_PIPELINE_HANDLE, pipeline); +} diff --git a/src/rendering/pbr.frag b/src/rendering/pbr.frag new file mode 100644 index 0000000..790b50a --- /dev/null +++ b/src/rendering/pbr.frag @@ -0,0 +1,392 @@ +// From the Filament design doc +// https://google.github.io/filament/Filament.html#table_symbols +// Symbol Definition +// v View unit vector +// l Incident light unit vector +// n Surface normal unit vector +// h Half unit vector between l and v +// f BRDF +// f_d Diffuse component of a BRDF +// f_r Specular component of a BRDF +// α Roughness, remapped from using input perceptualRoughness +// σ Diffuse reflectance +// Ω Spherical domain +// f0 Reflectance at normal incidence +// f90 Reflectance at grazing angle +// χ+(a) Heaviside function (1 if a>0 and 0 otherwise) +// nior Index of refraction (IOR) of an interface +// ⟨n⋅l⟩ Dot product clamped to [0..1] +// ⟨a⟩ Saturated value (clamped to [0..1]) + +// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material +// and consists of two components, the diffuse component (f_d) and the specular component (f_r): +// f(v,l) = f_d(v,l) + f_r(v,l) +// +// The form of the microfacet model is the same for diffuse and specular +// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm +// +// In which: +// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets +// G models the visibility (or occlusion or shadow-masking) of the microfacets +// f_m is the microfacet BRDF and differs between specular and diffuse components +// +// The above integration needs to be approximated. + +#version 450 + +const int MAX_LIGHTS = 10; + +struct Light { + mat4 proj; + vec4 pos; + vec4 color; +}; + +layout(location = 0) in vec3 v_WorldPosition; +layout(location = 1) in vec3 v_WorldNormal; +layout(location = 2) in vec2 v_Uv; + +#ifdef STANDARDMATERIAL_NORMAL_MAP +layout(location = 3) in vec4 v_WorldTangent; +#endif + +layout(location = 0) out vec4 o_Target; + +layout(set = 0, binding = 0) uniform CameraViewProj { + mat4 ViewProj; +}; +layout(std140, set = 0, binding = 1) uniform CameraPosition { + vec4 CameraPos; +}; + +layout(std140, set = 1, binding = 0) uniform Lights { + vec4 AmbientColor; + uvec4 NumLights; + Light SceneLights[MAX_LIGHTS]; +}; + +layout(set = 3, binding = 0) uniform StandardMaterial_base_color { + vec4 base_color; +}; + +#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE +layout(set = 3, binding = 1) uniform texture2D StandardMaterial_base_color_texture; +layout(set = 3, + binding = 2) uniform sampler StandardMaterial_base_color_texture_sampler; +#endif + +#ifndef STANDARDMATERIAL_UNLIT + +layout(set = 3, binding = 3) uniform StandardMaterial_roughness { + float perceptual_roughness; +}; + +layout(set = 3, binding = 4) uniform StandardMaterial_metallic { + float metallic; +}; + +# ifdef STANDARDMATERIAL_METALLIC_ROUGHNESS_TEXTURE +layout(set = 3, binding = 5) uniform texture2D StandardMaterial_metallic_roughness_texture; +layout(set = 3, + binding = 6) uniform sampler StandardMaterial_metallic_roughness_texture_sampler; +# endif + +layout(set = 3, binding = 7) uniform StandardMaterial_reflectance { + float reflectance; +}; + +# ifdef STANDARDMATERIAL_NORMAL_MAP +layout(set = 3, binding = 8) uniform texture2D StandardMaterial_normal_map; +layout(set = 3, + binding = 9) uniform sampler StandardMaterial_normal_map_sampler; +# endif + +# if defined(STANDARDMATERIAL_OCCLUSION_TEXTURE) +layout(set = 3, binding = 10) uniform texture2D StandardMaterial_occlusion_texture; +layout(set = 3, + binding = 11) uniform sampler StandardMaterial_occlusion_texture_sampler; +# endif + +layout(set = 3, binding = 12) uniform StandardMaterial_emissive { + vec4 emissive; +}; + +# if defined(STANDARDMATERIAL_EMISSIVE_TEXTURE) +layout(set = 3, binding = 13) uniform texture2D StandardMaterial_emissive_texture; +layout(set = 3, + binding = 14) uniform sampler StandardMaterial_emissive_texture_sampler; +# endif + +# define saturate(x) clamp(x, 0.0, 1.0) +const float PI = 3.141592653589793; + +float pow5(float x) { + float x2 = x * x; + return x2 * x2 * x; +} + +// distanceAttenuation is simply the square falloff of light intensity +// combined with a smooth attenuation at the edge of the light radius +// +// light radius is a non-physical construct for efficiency purposes, +// because otherwise every light affects every fragment in the scene +float getDistanceAttenuation(const vec3 posToLight, float inverseRadiusSquared) { + float distanceSquare = dot(posToLight, posToLight); + float factor = distanceSquare * inverseRadiusSquared; + float smoothFactor = saturate(1.0 - factor * factor); + float attenuation = smoothFactor * smoothFactor; + return attenuation * 1.0 / max(distanceSquare, 1e-4); +} + +// Normal distribution function (specular D) +// Based on https://google.github.io/filament/Filament.html#citation-walter07 + +// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 } + +// Simple implementation, has precision problems when using fp16 instead of fp32 +// see https://google.github.io/filament/Filament.html#listing_speculardfp16 +float D_GGX(float roughness, float NoH, const vec3 h) { + float oneMinusNoHSquared = 1.0 - NoH * NoH; + float a = NoH * roughness; + float k = roughness / (oneMinusNoHSquared + a * a); + float d = k * k * (1.0 / PI); + return d; +} + +// Visibility function (Specular G) +// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) } +// such that f_r becomes +// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0) +// where +// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) } +// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv +float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) { + float a2 = roughness * roughness; + float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2); + float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2); + float v = 0.5 / (lambdaV + lambdaL); + return v; +} + +// Fresnel function +// see https://google.github.io/filament/Filament.html#citation-schlick94 +// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5 +vec3 F_Schlick(const vec3 f0, float f90, float VoH) { + // not using mix to keep the vec3 and float versions identical + return f0 + (f90 - f0) * pow5(1.0 - VoH); +} + +float F_Schlick(float f0, float f90, float VoH) { + // not using mix to keep the vec3 and float versions identical + return f0 + (f90 - f0) * pow5(1.0 - VoH); +} + +vec3 fresnel(vec3 f0, float LoH) { + // f_90 suitable for ambient occlusion + // see https://google.github.io/filament/Filament.html#lighting/occlusion + float f90 = saturate(dot(f0, vec3(50.0 * 0.33))); + return F_Schlick(f0, f90, LoH); +} + +// Specular BRDF +// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf + +// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m +// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) } +vec3 specular(vec3 f0, float roughness, const vec3 h, float NoV, float NoL, + float NoH, float LoH) { + float D = D_GGX(roughness, NoH, h); + float V = V_SmithGGXCorrelated(roughness, NoV, NoL); + vec3 F = fresnel(f0, LoH); + + return (D * V) * F; +} + +// Diffuse BRDF +// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf +// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm + +// simplest approximation +// float Fd_Lambert() { +// return 1.0 / PI; +// } +// +// vec3 Fd = diffuseColor * Fd_Lambert(); + +// Disney approximation +// See https://google.github.io/filament/Filament.html#citation-burley12 +// minimal quality difference +float Fd_Burley(float roughness, float NoV, float NoL, float LoH) { + float f90 = 0.5 + 2.0 * roughness * LoH * LoH; + float lightScatter = F_Schlick(1.0, f90, NoL); + float viewScatter = F_Schlick(1.0, f90, NoV); + return lightScatter * viewScatter * (1.0 / PI); +} + +// From https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile +vec3 EnvBRDFApprox(vec3 f0, float perceptual_roughness, float NoV) { + const vec4 c0 = { -1, -0.0275, -0.572, 0.022 }; + const vec4 c1 = { 1, 0.0425, 1.04, -0.04 }; + vec4 r = perceptual_roughness * c0 + c1; + float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y; + vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw; + return f0 * AB.x + AB.y; +} + +float perceptualRoughnessToRoughness(float perceptualRoughness) { + // clamp perceptual roughness to prevent precision problems + // According to Filament design 0.089 is recommended for mobile + // Filament uses 0.045 for non-mobile + float clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0); + return clampedPerceptualRoughness * clampedPerceptualRoughness; +} + +// from https://64.github.io/tonemapping/ +// reinhard on RGB oversaturates colors +vec3 reinhard(vec3 color) { + return color / (1.0 + color); +} + +vec3 reinhard_extended(vec3 color, float max_white) { + vec3 numerator = color * (1.0f + (color / vec3(max_white * max_white))); + return numerator / (1.0 + color); +} + +// luminance coefficients from Rec. 709. +// https://en.wikipedia.org/wiki/Rec._709 +float luminance(vec3 v) { + return dot(v, vec3(0.2126, 0.7152, 0.0722)); +} + +vec3 change_luminance(vec3 c_in, float l_out) { + float l_in = luminance(c_in); + return c_in * (l_out / l_in); +} + +vec3 reinhard_luminance(vec3 color) { + float l_old = luminance(color); + float l_new = l_old / (1.0f + l_old); + return change_luminance(color, l_new); +} + +vec3 reinhard_extended_luminance(vec3 color, float max_white_l) { + float l_old = luminance(color); + float numerator = l_old * (1.0f + (l_old / (max_white_l * max_white_l))); + float l_new = numerator / (1.0f + l_old); + return change_luminance(color, l_new); +} + +#endif + +void main() { + vec4 output_color = base_color; +#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE + output_color *= texture(sampler2D(StandardMaterial_base_color_texture, + StandardMaterial_base_color_texture_sampler), + v_Uv); +#endif + +#ifndef STANDARDMATERIAL_UNLIT + // calculate non-linear roughness from linear perceptualRoughness +# ifdef STANDARDMATERIAL_METALLIC_ROUGHNESS_TEXTURE + vec4 metallic_roughness = texture(sampler2D(StandardMaterial_metallic_roughness_texture, StandardMaterial_metallic_roughness_texture_sampler), v_Uv); + // Sampling from GLTF standard channels for now + float metallic = metallic * metallic_roughness.b; + float perceptual_roughness = perceptual_roughness * metallic_roughness.g; +# endif + + float roughness = perceptualRoughnessToRoughness(perceptual_roughness); + + vec3 N = normalize(v_WorldNormal); + +# ifdef STANDARDMATERIAL_NORMAL_MAP + vec3 T = normalize(v_WorldTangent.xyz); + vec3 B = cross(N, T) * v_WorldTangent.w; +# endif + +# ifdef STANDARDMATERIAL_DOUBLE_SIDED + N = gl_FrontFacing ? N : -N; +# ifdef STANDARDMATERIAL_NORMAL_MAP + T = gl_FrontFacing ? T : -T; + B = gl_FrontFacing ? B : -B; +# endif +# endif + +# ifdef STANDARDMATERIAL_NORMAL_MAP + mat3 TBN = mat3(T, B, N); + N = TBN * normalize(texture(sampler2D(StandardMaterial_normal_map, StandardMaterial_normal_map_sampler), v_Uv).rgb * 2.0 - 1.0); +# endif + +# ifdef STANDARDMATERIAL_OCCLUSION_TEXTURE + float occlusion = texture(sampler2D(StandardMaterial_occlusion_texture, StandardMaterial_occlusion_texture_sampler), v_Uv).r; +# else + float occlusion = 1.0; +# endif + +# ifdef STANDARDMATERIAL_EMISSIVE_TEXTURE + vec4 emissive = emissive; + // TODO use .a for exposure compensation in HDR + emissive.rgb *= texture(sampler2D(StandardMaterial_emissive_texture, StandardMaterial_emissive_texture_sampler), v_Uv).rgb; +# endif + + vec3 V = normalize(CameraPos.xyz - v_WorldPosition.xyz); + // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886" + float NdotV = max(dot(N, V), 1e-4); + + // Remapping [0,1] reflectance to F0 + // See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping + vec3 F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic; + + // Diffuse strength inversely related to metallicity + vec3 diffuseColor = output_color.rgb * (1.0 - metallic); + + // accumulate color + vec3 light_accum = vec3(0.0); + for (int i = 0; i < int(NumLights.x) && i < MAX_LIGHTS; ++i) { + Light light = SceneLights[i]; + + vec3 lightDir = light.pos.xyz - v_WorldPosition.xyz; + vec3 L = normalize(lightDir); + + float rangeAttenuation = + getDistanceAttenuation(lightDir, light.pos.w); + + vec3 H = normalize(L + V); + float NoL = saturate(dot(N, L)); + float NoH = saturate(dot(N, H)); + float LoH = saturate(dot(L, H)); + + vec3 specular = specular(F0, roughness, H, NdotV, NoL, NoH, LoH); + vec3 diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH); + + // Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩ + // where + // f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color + // Φ is light intensity + + // our rangeAttentuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius + // It's not 100% clear where the 1/4π goes in the derivation, but we follow the filament shader and leave it out + + // See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation + // TODO compensate for energy loss https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance + // light.color.rgb is premultiplied with light.intensity on the CPU + light_accum += + ((diffuse + specular) * light.color.rgb) * (rangeAttenuation * NoL); + } + + vec3 diffuse_ambient = EnvBRDFApprox(diffuseColor, 1.0, NdotV); + vec3 specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV); + + output_color.rgb = light_accum; + output_color.rgb += (diffuse_ambient + specular_ambient) * AmbientColor.xyz * occlusion; + output_color.rgb += emissive.rgb * output_color.a; + + // tone_mapping + output_color.rgb = reinhard_luminance(output_color.rgb); + // Gamma correction. + // Not needed with sRGB buffer + // output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2)); +#endif + + o_Target = output_color; +} diff --git a/src/rendering/pbr.vert b/src/rendering/pbr.vert new file mode 100644 index 0000000..533a163 --- /dev/null +++ b/src/rendering/pbr.vert @@ -0,0 +1,36 @@ +#version 450 + +layout(location = 0) in vec3 Vertex_Position; +layout(location = 1) in vec3 Vertex_Normal; +layout(location = 2) in vec2 Vertex_Uv; + +#ifdef STANDARDMATERIAL_NORMAL_MAP +layout(location = 3) in vec4 Vertex_Tangent; +#endif + +layout(location = 0) out vec3 v_WorldPosition; +layout(location = 1) out vec3 v_WorldNormal; +layout(location = 2) out vec2 v_Uv; + +layout(set = 0, binding = 0) uniform CameraViewProj { + mat4 ViewProj; +}; + +#ifdef STANDARDMATERIAL_NORMAL_MAP +layout(location = 3) out vec4 v_WorldTangent; +#endif + +layout(set = 2, binding = 0) uniform Transform { + mat4 Model; +}; + +void main() { + vec4 world_position = Model * vec4(Vertex_Position, 1.0); + v_WorldPosition = world_position.xyz; + v_WorldNormal = mat3(Model) * Vertex_Normal; + v_Uv = Vertex_Uv; +#ifdef STANDARDMATERIAL_NORMAL_MAP + v_WorldTangent = vec4(mat3(Model) * Vertex_Tangent.xyz, Vertex_Tangent.w); +#endif + gl_Position = ViewProj * world_position; +} diff --git a/src/rendering/pipeline.rs b/src/rendering/pipeline.rs new file mode 100644 index 0000000..c275efe --- /dev/null +++ b/src/rendering/pipeline.rs @@ -0,0 +1,58 @@ +use bevy::asset::Assets; +use bevy::render::{ + pipeline::{ + BlendFactor, BlendOperation, BlendState, ColorTargetState, ColorWrite, CompareFunction, + DepthBiasState, DepthStencilState, PipelineDescriptor, StencilFaceState, StencilState, + }, + shader::{Shader, ShaderStage, ShaderStages}, + texture::TextureFormat, +}; + +// pub const PBR_PIPELINE_HANDLE: HandleUntyped = +// HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 13148362314012771389); + +pub(crate) fn build_pbr_pipeline(shaders: &mut Assets) -> PipelineDescriptor { + PipelineDescriptor { + depth_stencil: Some(DepthStencilState { + format: TextureFormat::Depth32Float, + depth_write_enabled: true, + depth_compare: CompareFunction::Less, + stencil: StencilState { + front: StencilFaceState::IGNORE, + back: StencilFaceState::IGNORE, + read_mask: 0, + write_mask: 0, + }, + bias: DepthBiasState { + constant: 0, + slope_scale: 0.0, + clamp: 0.0, + }, + clamp_depth: false, + }), + color_target_states: vec![ColorTargetState { + format: TextureFormat::default(), + color_blend: BlendState { + src_factor: BlendFactor::SrcAlpha, + dst_factor: BlendFactor::OneMinusSrcAlpha, + operation: BlendOperation::Add, + }, + alpha_blend: BlendState { + src_factor: BlendFactor::One, + dst_factor: BlendFactor::One, + operation: BlendOperation::Add, + }, + write_mask: ColorWrite::ALL, + }], + ..PipelineDescriptor::new(ShaderStages { + vertex: shaders.add(Shader::from_glsl( + ShaderStage::Vertex, + include_str!("pbr.vert"), + )), + fragment: Some(shaders.add(Shader::from_glsl( + ShaderStage::Fragment, + include_str!("pbr.frag"), + ))), + }) + } +}