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