diff --git a/assets/shaders/custom_ui_material.wgsl b/assets/shaders/custom_ui_material.wgsl index 815fceb5fc..528fa55302 100644 --- a/assets/shaders/custom_ui_material.wgsl +++ b/assets/shaders/custom_ui_material.wgsl @@ -2,7 +2,7 @@ #import bevy_ui::ui_vertex_output::UiVertexOutput @group(1) @binding(0) var color: vec4; -@group(1) @binding(1) var slider: f32; +@group(1) @binding(1) var slider: vec4; @group(1) @binding(2) var material_color_texture: texture_2d; @group(1) @binding(3) var material_color_sampler: sampler; @group(1) @binding(4) var border_color: vec4; @@ -50,7 +50,7 @@ fn fragment(in: UiVertexOutput) -> @location(0) vec4 { // sample the texture at this position if it's to the left of the slider value // otherwise return a fully transparent color - if in.uv.x < slider { + if in.uv.x < slider.x { let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color; return output_color; } else { diff --git a/examples/ui/ui_material.rs b/examples/ui/ui_material.rs index 2ad6e5a532..68a63446f7 100644 --- a/examples/ui/ui_material.rs +++ b/examples/ui/ui_material.rs @@ -44,7 +44,7 @@ fn setup( }, MaterialNode(ui_materials.add(CustomUiMaterial { color: LinearRgba::WHITE.to_f32_array().into(), - slider: 0.5, + slider: Vec4::splat(0.5), color_texture: asset_server.load("branding/banner.png"), border_color: LinearRgba::WHITE.to_f32_array().into(), })), @@ -66,8 +66,9 @@ struct CustomUiMaterial { color: Vec4, /// Represents how much of the image is visible /// Goes from 0 to 1 + /// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read. #[uniform(1)] - slider: f32, + slider: Vec4, /// Image used to represent the slider #[texture(2)] #[sampler(3)] @@ -97,7 +98,7 @@ fn animate( let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5); let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75); material.color = new_color.to_linear().to_vec4(); - material.slider = + material.slider.x = ((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration; material.border_color = border_color.to_linear().to_vec4(); }