bevy/assets/shaders/extended_material.wgsl
Gilles Henaux ca25a67d0d
Fix the extended_material example on WebGL2 (#18812)
# Objective

- Fixes #13872 (also mentioned in #17167)

## Solution

- Added conditional padding fields to the shader uniform

## Alternatives

### 1- Use a UVec4

Replace the `u32` field in `MyExtension` by a `UVec4` and only use the
`x` coordinate.

(This was the original approach, but for consistency with the rest of
the codebase, separate padding fields seem to be preferred)

### 2- Don't fix it, unlist it

While the fix is quite simple, it does muddy the waters a tiny bit due
to `quantize_steps` now being a UVec4 instead of a simple u32. We could
simply remove this example from the examples that support WebGL2.

## Testing

- Ran the example locally on WebGL2 (and native Vulkan) successfully
2025-07-07 19:34:12 +00:00

66 lines
2.1 KiB
WebGPU Shading Language

#import bevy_pbr::{
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::alpha_discard,
}
#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
prepass_io::{VertexOutput, FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct MyExtendedMaterial {
quantize_steps: u32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// Web examples WebGL2 support: structs must be 16 byte aligned.
_webgl2_padding_8b: u32,
_webgl2_padding_12b: u32,
_webgl2_padding_16b: u32,
#endif
}
@group(3) @binding(100)
var<uniform> my_extended_material: MyExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
// generate a PbrInput struct from the StandardMaterial bindings
var pbr_input = pbr_input_from_standard_material(in, is_front);
// we can optionally modify the input before lighting and alpha_discard is applied
pbr_input.material.base_color.b = pbr_input.material.base_color.r;
// alpha discard
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
#ifdef PREPASS_PIPELINE
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
// apply lighting
out.color = apply_pbr_lighting(pbr_input);
// we can optionally modify the lit color before post-processing is applied
out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps);
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
// note this does not include fullscreen postprocessing effects like bloom.
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
// we can optionally modify the final result here
out.color = out.color * 2.0;
#endif
return out;
}