bevy/crates/bevy_pbr/src/prepass/prepass_io.wgsl
Florian Poncabaré 910e405ea9
Allow prepass to run without ATTRIBUTE_NORMAL (#17881)
# Objective

Allow prepass to run without ATTRIBUTE_NORMAL. 
This is needed for custom materials with non-standard vertex attributes.
For example a voxel material with manually packed vertex data.

Fixes #13054.

This PR covers the first part of the **stale** PR #13569 to only focus
on fixing #13054.

## Solution

- Only push normals `vertex_attributes` when the layout contains
`Mesh::ATTRIBUTE_NORMAL`

## Testing

- Did you test these changes? If so, how?
**Tested the fix on my own project with a mesh without normal
attribute.**
- Are there any parts that need more testing?
  **I don't think so.**
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
**Prepass should not be blocked on a mesh without normal attributes
(with or without custom material).**
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  **Probably irrelevant, but Windows/Vulkan.**
2025-02-24 21:22:34 +00:00

101 lines
2.4 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::prepass_io
// Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can
// pass them to custom prepass shaders like pbr_prepass.wgsl.
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
#ifdef VERTEX_UVS_A
@location(1) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
@location(2) uv_b: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef VERTEX_NORMALS
@location(3) normal: vec3<f32>,
#endif
#ifdef VERTEX_TANGENTS
@location(4) tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef SKINNED
@location(5) joint_indices: vec4<u32>,
@location(6) joint_weights: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(7) color: vec4<f32>,
#endif
#ifdef MORPH_TARGETS
@builtin(vertex_index) index: u32,
#endif // MORPH_TARGETS
}
struct VertexOutput {
// This is `clip position` when the struct is used as a vertex stage output
// and `frag coord` when used as a fragment stage input
@builtin(position) position: vec4<f32>,
#ifdef VERTEX_UVS_A
@location(0) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
@location(1) uv_b: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(2) world_normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(3) world_tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(4) world_position: vec4<f32>,
#ifdef MOTION_VECTOR_PREPASS
@location(5) previous_world_position: vec4<f32>,
#endif
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
@location(6) unclipped_depth: f32,
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
@location(7) instance_index: u32,
#endif
#ifdef VERTEX_COLORS
@location(8) color: vec4<f32>,
#endif
#ifdef VISIBILITY_RANGE_DITHER
@location(9) @interpolate(flat) visibility_range_dither: i32,
#endif // VISIBILITY_RANGE_DITHER
}
#ifdef PREPASS_FRAGMENT
struct FragmentOutput {
#ifdef NORMAL_PREPASS
@location(0) normal: vec4<f32>,
#endif
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif
#ifdef DEFERRED_PREPASS
@location(2) deferred: vec4<u32>,
@location(3) deferred_lighting_pass_id: u32,
#endif
#ifdef UNCLIPPED_DEPTH_ORTHO_EMULATION
@builtin(frag_depth) frag_depth: f32,
#endif // UNCLIPPED_DEPTH_ORTHO_EMULATION
}
#endif //PREPASS_FRAGMENT