 cc4062ec43
			
		
	
	
		cc4062ec43
		
	
	
	
	
		
			
			# Objective - Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable. - See #3969 for details. I'm doing this in multiple steps to make review easier. --- ## Changelog - Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings` ## Migration Guide - In shaders for 3D meshes: - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings` - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types` - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings. - In shaders for 2D meshes: - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings` - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types` - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
		
			
				
	
	
		
			14 lines
		
	
	
		
			399 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			14 lines
		
	
	
		
			399 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| #import bevy_pbr::mesh_view_bindings
 | |
| 
 | |
| [[group(1), binding(0)]]
 | |
| var texture: texture_2d<f32>;
 | |
| [[group(1), binding(1)]]
 | |
| var texture_sampler: sampler;
 | |
| 
 | |
| [[stage(fragment)]]
 | |
| fn fragment([[builtin(position)]] position: vec4<f32>) -> [[location(0)]] vec4<f32> {
 | |
|     let uv = position.xy / vec2<f32>(view.width, view.height);
 | |
|     let color = textureSample(texture, texture_sampler, uv);
 | |
|     return color;
 | |
| }
 |