
# Objective The objective is to be able to load data from "application-specific" (see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into Bevy meshes. ## Solution Rather than probe the glTF for the specific attributes supported by Bevy, this PR changes the loader to iterate through all the attributes and map them onto `MeshVertexAttribute`s. This mapping includes all the previously supported attributes, plus it is now possible to add mappings using the `add_custom_vertex_attribute()` method on `GltfPlugin`. ## Changelog - Add support for loading custom vertex attributes from glTF files. - Add the `custom_gltf_vertex_attribute.rs` example to illustrate loading custom vertex attributes. ## Migration Guide - If you were instantiating `GltfPlugin` using the unit-like struct syntax, you must instead use `GltfPlugin::default()` as the type is no longer unit-like.
37 lines
1.0 KiB
WebGPU Shading Language
37 lines
1.0 KiB
WebGPU Shading Language
#import bevy_sprite::mesh2d_view_bindings
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#import bevy_sprite::mesh2d_bindings
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#import bevy_sprite::mesh2d_functions
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struct Vertex {
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) barycentric: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) barycentric: vec3<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = mesh2d_position_local_to_clip(mesh.model, vec4<f32>(vertex.position, 1.0));
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out.color = vertex.color;
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out.barycentric = vertex.barycentric;
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return out;
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}
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struct FragmentInput {
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@location(0) color: vec4<f32>,
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@location(1) barycentric: vec3<f32>,
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};
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@fragment
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fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
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let d = min(input.barycentric.x, min(input.barycentric.y, input.barycentric.z));
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let t = 0.05 * (0.85 + sin(5.0 * globals.time));
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return mix(vec4(1.0,1.0,1.0,1.0), input.color, smoothstep(t, t+0.01, d));
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}
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