bevy/assets/shaders/util.wesl
charlotte 181445c56b
Add support for experimental WESL shader source (#17953)
# Objective

WESL's pre-MVP `0.1.0` has been
[released](https://docs.rs/wesl/latest/wesl/)!

Add support for WESL shader source so that we can begin playing and
testing WESL, as well as aiding in their development.

## Solution

Adds a `ShaderSource::WESL` that can be used to load `.wesl` shaders.

Right now, we don't support mixing `naga-oil`. Additionally, WESL
shaders currently need to pass through the naga frontend, which the WESL
team is aware isn't great for performance (they're working on compiling
into naga modules). Also, since our shaders are managed using the asset
system, we don't currently support using file based imports like `super`
or package scoped imports. Further work will be needed to asses how we
want to support this.

---

## Showcase

See the `shader_material_wesl` example. Be sure to press space to
activate party mode (trigger conditional compilation)!


https://github.com/user-attachments/assets/ec6ad19f-b6e4-4e9d-a00f-6f09336b08a4
2025-03-09 19:26:55 +00:00

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fn make_polka_dots(pos: vec2<f32>, time: f32) -> vec4<f32> {
// Create repeating circles
let scaled_pos = pos * 6.0;
let cell = vec2<f32>(fract(scaled_pos.x), fract(scaled_pos.y));
let dist_from_center = distance(cell, vec2<f32>(0.5));
// Make dots alternate between pink and purple
let is_even = (floor(scaled_pos.x) + floor(scaled_pos.y)) % 2.0;
var dot_color = vec3<f32>(0.0);
@if(!PARTY_MODE) {
let color1 = vec3<f32>(1.0, 0.4, 0.8); // pink
let color2 = vec3<f32>(0.6, 0.2, 1.0); // purple
dot_color = mix(color1, color2, is_even);
}
// Animate the colors in party mode
@if(PARTY_MODE) {
let color1 = vec3<f32>(1.0, 0.2, 0.2); // red
let color2 = vec3<f32>(0.2, 0.2, 1.0); // blue
let oscillation = (sin(time * 10.0) + 1.0) * 0.5;
let animated_color1 = mix(color1, color2, oscillation);
let animated_color2 = mix(color2, color1, oscillation);
dot_color = mix(animated_color1, animated_color2, is_even);
}
// Draw the dot
let is_dot = step(dist_from_center, 0.3);
return vec4<f32>(dot_color * is_dot, is_dot);
}