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