 b333386271
			
		
	
	
		b333386271
		
	
	
	
	
		
			
			# Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
		
			
				
	
	
		
			39 lines
		
	
	
		
			958 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			958 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| #import bevy_pbr::mesh_view_bindings
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| #import bevy_pbr::mesh_bindings
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| 
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| struct CustomMaterial {
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|     color: vec4<f32>;
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| };
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| [[group(1), binding(0)]]
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| var<uniform> material: CustomMaterial;
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| 
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| // NOTE: Bindings must come before functions that use them!
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| #import bevy_pbr::mesh_functions
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| 
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| struct Vertex {
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|     [[location(0)]] position: vec3<f32>;
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|     [[location(1)]] blend_color: vec4<f32>;
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| };
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| 
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| struct VertexOutput {
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|     [[builtin(position)]] clip_position: vec4<f32>;
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|     [[location(0)]] blend_color: vec4<f32>;
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| };
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| 
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| [[stage(vertex)]]
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| fn vertex(vertex: Vertex) -> VertexOutput {
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|     var out: VertexOutput;
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|     out.clip_position = mesh_position_local_to_clip(mesh.model, vec4<f32>(vertex.position, 1.0));
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|     out.blend_color = vertex.blend_color;
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|     return out;
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| }
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| 
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| struct FragmentInput {
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|     [[location(0)]] blend_color: vec4<f32>;
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| };
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| 
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| [[stage(fragment)]]
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| fn fragment(input: FragmentInput) -> [[location(0)]] vec4<f32> {
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|     return material.color * input.blend_color;
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| }
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