Fix regression causing "flipped" sprites to be invisible (#1399)
Regressed in 81809c71ce
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parent
3adcba9461
commit
110ff77db9
@ -5,7 +5,8 @@ use bevy_reflect::TypeUuid;
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use bevy_render::{
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use bevy_render::{
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pipeline::{
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pipeline::{
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BlendFactor, BlendOperation, BlendState, ColorTargetState, ColorWrite, CompareFunction,
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BlendFactor, BlendOperation, BlendState, ColorTargetState, ColorWrite, CompareFunction,
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DepthBiasState, DepthStencilState, PipelineDescriptor, StencilFaceState, StencilState,
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CullMode, DepthBiasState, DepthStencilState, FrontFace, PipelineDescriptor, PolygonMode,
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PrimitiveState, PrimitiveTopology, StencilFaceState, StencilState,
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},
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},
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render_graph::{base, AssetRenderResourcesNode, RenderGraph, RenderResourcesNode},
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render_graph::{base, AssetRenderResourcesNode, RenderGraph, RenderResourcesNode},
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shader::{Shader, ShaderStage, ShaderStages},
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shader::{Shader, ShaderStage, ShaderStages},
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@ -51,6 +52,13 @@ pub fn build_sprite_sheet_pipeline(shaders: &mut Assets<Shader>) -> PipelineDesc
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},
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},
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write_mask: ColorWrite::ALL,
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write_mask: ColorWrite::ALL,
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}],
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}],
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: CullMode::None,
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polygon_mode: PolygonMode::Fill,
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},
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..PipelineDescriptor::new(ShaderStages {
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..PipelineDescriptor::new(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(
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vertex: shaders.add(Shader::from_glsl(
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ShaderStage::Vertex,
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ShaderStage::Vertex,
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@ -97,6 +105,13 @@ pub fn build_sprite_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor
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},
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},
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write_mask: ColorWrite::ALL,
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write_mask: ColorWrite::ALL,
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}],
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}],
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: CullMode::None,
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polygon_mode: PolygonMode::Fill,
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},
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..PipelineDescriptor::new(ShaderStages {
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..PipelineDescriptor::new(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(
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vertex: shaders.add(Shader::from_glsl(
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ShaderStage::Vertex,
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ShaderStage::Vertex,
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