bevy/crates/bevy_sprite/src/mesh2d/mesh2d_functions.wgsl
2025-03-31 18:07:20 +00:00

49 lines
1.7 KiB
WebGPU Shading Language

#define_import_path bevy_sprite::mesh2d_functions
#import bevy_sprite::{
mesh2d_view_bindings::view,
mesh2d_bindings::mesh,
}
#import bevy_render::maths::{affine3_to_square, mat2x4_f32_to_mat3x3_unpack}
fn get_world_from_local(instance_index: u32) -> mat4x4<f32> {
return affine3_to_square(mesh[instance_index].world_from_local);
}
fn mesh2d_position_local_to_world(world_from_local: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
return world_from_local * vertex_position;
}
fn mesh2d_position_world_to_clip(world_position: vec4<f32>) -> vec4<f32> {
return view.clip_from_world * world_position;
}
// NOTE: The intermediate world_position assignment is important
// for precision purposes when using the 'equals' depth comparison
// function.
fn mesh2d_position_local_to_clip(world_from_local: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
let world_position = mesh2d_position_local_to_world(world_from_local, vertex_position);
return mesh2d_position_world_to_clip(world_position);
}
fn mesh2d_normal_local_to_world(vertex_normal: vec3<f32>, instance_index: u32) -> vec3<f32> {
return mat2x4_f32_to_mat3x3_unpack(
mesh[instance_index].local_from_world_transpose_a,
mesh[instance_index].local_from_world_transpose_b,
) * vertex_normal;
}
fn mesh2d_tangent_local_to_world(world_from_local: mat4x4<f32>, vertex_tangent: vec4<f32>) -> vec4<f32> {
return vec4<f32>(
mat3x3<f32>(
world_from_local[0].xyz,
world_from_local[1].xyz,
world_from_local[2].xyz
) * vertex_tangent.xyz,
vertex_tangent.w
);
}
fn get_tag(instance_index: u32) -> u32 {
return mesh[instance_index].tag;
}