# Objective Kind of helps #10509 ## Solution Add a line to `prepass.wgsl` that ensure the `instance_index` push constant is always used on WebGL 2. This is not a full fix, as the _second_ a custom shader is used that doesn't use the push constant, the breakage will resurface. We have satisfying medium term and long term solutions. This is just a short term hack for 0.12.1 that will make more cases work. See #10509 for more details.
111 lines
3.3 KiB
WebGPU Shading Language
111 lines
3.3 KiB
WebGPU Shading Language
#import bevy_pbr::{
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mesh_functions,
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skinning,
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morph::morph,
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forward_io::{Vertex, VertexOutput},
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view_transformations::position_world_to_clip,
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}
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#import bevy_render::instance_index::get_instance_index
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#ifdef MORPH_TARGETS
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fn morph_vertex(vertex_in: Vertex) -> Vertex {
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var vertex = vertex_in;
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let weight_count = bevy_pbr::morph::layer_count();
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for (var i: u32 = 0u; i < weight_count; i ++) {
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let weight = bevy_pbr::morph::weight_at(i);
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if weight == 0.0 {
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continue;
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}
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vertex.position += weight * morph(vertex.index, bevy_pbr::morph::position_offset, i);
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#ifdef VERTEX_NORMALS
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vertex.normal += weight * morph(vertex.index, bevy_pbr::morph::normal_offset, i);
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#endif
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#ifdef VERTEX_TANGENTS
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vertex.tangent += vec4(weight * morph(vertex.index, bevy_pbr::morph::tangent_offset, i), 0.0);
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#endif
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}
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return vertex;
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}
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#endif
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@vertex
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fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
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var out: VertexOutput;
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#ifdef MORPH_TARGETS
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var vertex = morph_vertex(vertex_no_morph);
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#else
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var vertex = vertex_no_morph;
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#endif
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#ifdef SKINNED
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var model = skinning::skin_model(vertex.joint_indices, vertex.joint_weights);
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#else
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416 .
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var model = mesh_functions::get_model_matrix(vertex_no_morph.instance_index);
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#endif
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#ifdef VERTEX_NORMALS
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#ifdef SKINNED
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out.world_normal = skinning::skin_normals(model, vertex.normal);
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#else
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out.world_normal = mesh_functions::mesh_normal_local_to_world(
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vertex.normal,
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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get_instance_index(vertex_no_morph.instance_index)
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);
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#endif
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#endif
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#ifdef VERTEX_POSITIONS
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out.world_position = mesh_functions::mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.position = position_world_to_clip(out.world_position.xyz);
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#endif
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#ifdef VERTEX_UVS
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_functions::mesh_tangent_local_to_world(
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model,
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vertex.tangent,
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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get_instance_index(vertex_no_morph.instance_index)
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);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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out.instance_index = get_instance_index(vertex_no_morph.instance_index);
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#endif
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#ifdef BASE_INSTANCE_WORKAROUND
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// Hack: this ensures the push constant is always used, which works around this issue:
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// https://github.com/bevyengine/bevy/issues/10509
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// This can be removed when wgpu 0.19 is released
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out.position.x += min(f32(get_instance_index(0u)), 0.0);
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#endif
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return out;
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}
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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#ifdef VERTEX_COLORS
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return mesh.color;
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#else
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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#endif
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}
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