bevy/assets/shaders
ickshonpe c0ccc87738
UI material border radius (#15171)
# Objective

I wrote a box shadow UI material naively thinking I could use the border
widths attribute to hold the border radius but it
doesn't work as the border widths are automatically set in the
extraction function. Need to send border radius to the shader seperately
for it to be viable.

## Solution

Add a `border_radius` vertex attribute to the ui material.

This PR also removes the normalization of border widths for custom UI
materials. The regular UI shader doesn't do this so it's a bit confusing
and means you can't use the logic from `ui.wgsl` in your custom UI
materials.

## Testing / Showcase

Made a change to the `ui_material` example to display border radius:

```cargo run --example ui_material```

<img width="569" alt="corners" src="https://github.com/user-attachments/assets/36412736-a9ee-4042-aadd-68b9cafb17cb" />
2025-01-28 04:54:48 +00:00
..
animate_shader.wgsl
array_texture.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
bindless_material.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
cubemap_unlit.wgsl
custom_clustered_decal.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
custom_gltf_2d.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
custom_material_2d.wgsl
custom_material_import.wgsl
custom_material_screenspace_texture.wgsl
custom_material.frag
custom_material.vert examples(shaders/glsl): Update GLSL Shader Example Camera View uniform (#15865) 2024-10-19 01:08:55 +00:00
custom_material.wgsl
custom_phase_item.wgsl Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
custom_ui_material.wgsl UI material border radius (#15171) 2025-01-28 04:54:48 +00:00
custom_vertex_attribute.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
extended_material.wgsl
fallback_image_test.wgsl
game_of_life.wgsl
gpu_readback.wgsl Gpu readback (#15419) 2024-09-30 17:28:55 +00:00
instancing.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
irradiance_volume_voxel_visualization.wgsl Cluster light probes using conservative spherical bounds. (#13746) 2024-12-05 13:07:10 +00:00
line_material.wgsl
post_processing.wgsl
shader_defs.wgsl
show_prepass.wgsl
specialized_mesh_pipeline.wgsl Update typos (#17126) 2025-01-03 17:44:26 +00:00
storage_buffer.wgsl Introduce two-level bins for multidrawable meshes. (#16898) 2025-01-06 18:34:40 +00:00
texture_binding_array.wgsl
tonemapping_test_patterns.wgsl
water_material.wgsl