bevy/crates/bevy_ui/src/render/ui.wgsl
Torstein Grindvik 38766faccb Refactor Globals and View structs into separate shaders (#7512)
fixes #6799 

# Objective

We should be able to reuse the `Globals` or `View` shader struct definitions from anywhere (including third party plugins) without needing to worry about defining unrelated shader defs.
Also we'd like to refactor these structs to not be repeatedly defined.

## Solution

Refactor both `Globals` and `View` into separate importable shaders.
Use the imports throughout.

Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2023-02-11 17:55:18 +00:00

36 lines
845 B
WebGPU Shading Language

#import bevy_render::view
@group(0) @binding(0)
var<uniform> view: View;
struct VertexOutput {
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
@vertex
fn vertex(
@location(0) vertex_position: vec3<f32>,
@location(1) vertex_uv: vec2<f32>,
@location(2) vertex_color: vec4<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
out.color = vertex_color;
return out;
}
@group(1) @binding(0)
var sprite_texture: texture_2d<f32>;
@group(1) @binding(1)
var sprite_sampler: sampler;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
var color = textureSample(sprite_texture, sprite_sampler, in.uv);
color = in.color * color;
return color;
}