
# Objective - It's not clear what changes are needed to the shader to convert the example to 2D. - If you leave the shader unchanged you get a very confusing error (see linked issue). - Fixes #14077 ## Solution A separate example probably isn't needed as there is little difference between 3D and 2D, but a note saying what changes are needed to the shader would make it a lot easier. Let me know if you think it is also worth adding some notes to the rust file, but it is mostly trivial changes such as changing `Mesh3d` to `Mesh2d`. I have left the original code in comments next to the changes in the gist linked at the bottom if you wish to compare. ## Testing - I just spent a long time working it out the hard way. This would have made it a lot quicker. - I have tested the 2D version of the shader with the changes explained in the suggested comment and it works as expected. - For testing purposes [here is a complete working 2D example](https://gist.github.com/nickyfahey/647e2a2c45e695f24e288432b811dfc2). (note that as per the original example the shader file needs to go in 'assets/shaders/')
40 lines
1.1 KiB
WebGPU Shading Language
40 lines
1.1 KiB
WebGPU Shading Language
// For 2d replace `bevy_pbr::mesh_functions` with `bevy_sprite::mesh2d_functions`
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// and `mesh_position_local_to_clip` with `mesh2d_position_local_to_clip`.
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#import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip}
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struct CustomMaterial {
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color: vec4<f32>,
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};
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@group(3) @binding(0) var<uniform> material: CustomMaterial;
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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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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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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@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(
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get_world_from_local(vertex.instance_index),
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vec4<f32>(vertex.position, 1.0),
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);
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out.blend_color = vertex.blend_color;
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return out;
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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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@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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