From cd8025d0a798fa61dd58eea47cf636373eee01d1 Mon Sep 17 00:00:00 2001 From: Jonas Matser Date: Mon, 22 Mar 2021 18:10:35 +0000 Subject: [PATCH] Remove remaining camerapos bindings (#1708) Fixes #1706 @JeanMertz already solved it. I just ran all examples and tests. --- crates/bevy_render/src/shader/shader_reflect.rs | 6 +----- crates/bevy_render/src/wireframe/wireframe.vert | 1 - crates/bevy_sprite/src/render/sprite.vert | 5 ++--- crates/bevy_sprite/src/render/sprite_sheet.vert | 3 +-- crates/bevy_ui/src/render/ui.vert | 3 +-- examples/shader/shader_custom_material.rs | 1 - examples/shader/shader_defs.rs | 1 - 7 files changed, 5 insertions(+), 15 deletions(-) diff --git a/crates/bevy_render/src/shader/shader_reflect.rs b/crates/bevy_render/src/shader/shader_reflect.rs index e35d339ee2..78a5f306f1 100644 --- a/crates/bevy_render/src/shader/shader_reflect.rs +++ b/crates/bevy_render/src/shader/shader_reflect.rs @@ -321,7 +321,6 @@ mod tests { layout(location = 0) out vec4 v_Position; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; layout(set = 1, binding = 0) uniform texture2D Texture; @@ -379,10 +378,7 @@ mod tests { name: "CameraViewProj".into(), bind_type: BindType::Uniform { has_dynamic_offset: false, - property: UniformProperty::Struct(vec![ - UniformProperty::Mat4, - UniformProperty::Vec4 - ]), + property: UniformProperty::Struct(vec![UniformProperty::Mat4]), }, shader_stage: BindingShaderStage::VERTEX, }] diff --git a/crates/bevy_render/src/wireframe/wireframe.vert b/crates/bevy_render/src/wireframe/wireframe.vert index f1cc11d1f7..87b32a667a 100644 --- a/crates/bevy_render/src/wireframe/wireframe.vert +++ b/crates/bevy_render/src/wireframe/wireframe.vert @@ -4,7 +4,6 @@ layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; layout(set = 1, binding = 0) uniform Transform { diff --git a/crates/bevy_sprite/src/render/sprite.vert b/crates/bevy_sprite/src/render/sprite.vert index c311dfaf7a..8d84140495 100644 --- a/crates/bevy_sprite/src/render/sprite.vert +++ b/crates/bevy_sprite/src/render/sprite.vert @@ -8,7 +8,6 @@ layout(location = 0) out vec2 v_Uv; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; layout(set = 2, binding = 0) uniform Transform { @@ -26,7 +25,7 @@ void main() { uint x_flip_bit = 1; // The X flip bit uint y_flip_bit = 2; // The Y flip bit - + // Note: Here we subtract f32::EPSILON from the flipped UV coord. This is due to reasons unknown // to me (@zicklag ) that causes the uv's to be slightly offset and causes over/under running of // the sprite UV sampling which is visible when resizing the screen. @@ -42,4 +41,4 @@ void main() { vec3 position = Vertex_Position * vec3(size, 1.0); gl_Position = ViewProj * Model * vec4(position, 1.0); -} \ No newline at end of file +} diff --git a/crates/bevy_sprite/src/render/sprite_sheet.vert b/crates/bevy_sprite/src/render/sprite_sheet.vert index 25bd5a9a5a..62ecf33237 100644 --- a/crates/bevy_sprite/src/render/sprite_sheet.vert +++ b/crates/bevy_sprite/src/render/sprite_sheet.vert @@ -9,7 +9,6 @@ layout(location = 1) out vec4 v_Color; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; // TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction @@ -83,4 +82,4 @@ void main() { v_Color = color; gl_Position = ViewProj * SpriteTransform * vec4(vertex_position, 1.0); -} \ No newline at end of file +} diff --git a/crates/bevy_ui/src/render/ui.vert b/crates/bevy_ui/src/render/ui.vert index bcfe502802..b1f1aff935 100644 --- a/crates/bevy_ui/src/render/ui.vert +++ b/crates/bevy_ui/src/render/ui.vert @@ -8,7 +8,6 @@ layout(location = 0) out vec2 v_Uv; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; layout(set = 1, binding = 0) uniform Transform { @@ -22,4 +21,4 @@ void main() { v_Uv = Vertex_Uv; vec3 position = Vertex_Position * vec3(NodeSize, 0.0); gl_Position = ViewProj * Object * vec4(position, 1.0); -} \ No newline at end of file +} diff --git a/examples/shader/shader_custom_material.rs b/examples/shader/shader_custom_material.rs index ca420a57d0..acd9b3146b 100644 --- a/examples/shader/shader_custom_material.rs +++ b/examples/shader/shader_custom_material.rs @@ -31,7 +31,6 @@ const VERTEX_SHADER: &str = r#" layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model; diff --git a/examples/shader/shader_defs.rs b/examples/shader/shader_defs.rs index 1b4a928f00..52827d6e95 100644 --- a/examples/shader/shader_defs.rs +++ b/examples/shader/shader_defs.rs @@ -39,7 +39,6 @@ const VERTEX_SHADER: &str = r#" layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; - vec4 CameraPos; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model;