bevy/crates/bevy_sprite/src/mesh2d/mesh2d.wgsl
Robert Swain cc4062ec43 Split mesh shader files (#4867)
# Objective

- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.

---

## Changelog

- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`

## Migration Guide

- In shaders for 3D meshes:
  - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
  - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
    - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
  - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
  - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
    - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
2022-05-31 23:23:25 +00:00

72 lines
1.9 KiB
WebGPU Shading Language

#import bevy_sprite::mesh2d_view_bindings
#import bevy_sprite::mesh2d_bindings
struct Vertex {
[[location(0)]] position: vec3<f32>;
[[location(1)]] normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
#ifdef VERTEX_TANGENTS
[[location(3)]] tangent: vec4<f32>;
#endif
#ifdef VERTEX_COLORS
[[location(4)]] colors: vec4<f32>;
#endif
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] world_position: vec4<f32>;
[[location(1)]] world_normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
#ifdef VERTEX_TANGENTS
[[location(3)]] world_tangent: vec4<f32>;
#endif
#ifdef VERTEX_COLORS
[[location(4)]] colors: vec4<f32>;
#endif
};
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);
var out: VertexOutput;
out.uv = vertex.uv;
out.world_position = world_position;
out.clip_position = view.view_proj * world_position;
out.world_normal = mat3x3<f32>(
mesh.inverse_transpose_model[0].xyz,
mesh.inverse_transpose_model[1].xyz,
mesh.inverse_transpose_model[2].xyz
) * vertex.normal;
#ifdef VERTEX_TANGENTS
out.world_tangent = vec4<f32>(
mat3x3<f32>(
mesh.model[0].xyz,
mesh.model[1].xyz,
mesh.model[2].xyz
) * vertex.tangent.xyz,
vertex.tangent.w
);
#endif
#ifdef VERTEX_COLORS
out.colors = vertex.colors;
#endif
return out;
}
struct FragmentInput {
[[builtin(front_facing)]] is_front: bool;
[[location(0)]] world_position: vec4<f32>;
[[location(1)]] world_normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
#ifdef VERTEX_TANGENTS
[[location(3)]] world_tangent: vec4<f32>;
#endif
};
[[stage(fragment)]]
fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
}