# Objective The flags are referenced later outside of the VERTEX_UVS ifdef/endif block. The current behavior causes the pre-pass shader to fail to compile when UVs are not present in the mesh, such as when using a `LineStrip` to render a grid. Fixes #18600 ## Solution Move the definition of the `flags` outside of the ifdef/endif block. ## Testing Ran a modified `3d_example` that used a mesh and material with alpha_mode blend, `LineStrip` topology, and no UVs.
103 lines
4.1 KiB
WebGPU Shading Language
103 lines
4.1 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::pbr_prepass_functions
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#import bevy_render::bindless::{bindless_samplers_filtering, bindless_textures_2d}
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#import bevy_pbr::{
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prepass_io::VertexOutput,
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prepass_bindings::previous_view_uniforms,
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mesh_bindings::mesh,
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mesh_view_bindings::view,
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pbr_bindings,
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pbr_types,
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}
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#ifdef BINDLESS
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#import bevy_pbr::pbr_bindings::material_indices
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#endif // BINDLESS
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// Cutoff used for the premultiplied alpha modes BLEND, ADD, and ALPHA_TO_COVERAGE.
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const PREMULTIPLIED_ALPHA_CUTOFF = 0.05;
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// We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff
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fn prepass_alpha_discard(in: VertexOutput) {
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#ifdef MAY_DISCARD
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#ifdef BINDLESS
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let slot = mesh[in.instance_index].material_and_lightmap_bind_group_slot & 0xffffu;
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var output_color: vec4<f32> = pbr_bindings::material_array[material_indices[slot].material].base_color;
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let flags = pbr_bindings::material_array[material_indices[slot].material].flags;
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#else // BINDLESS
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var output_color: vec4<f32> = pbr_bindings::material.base_color;
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let flags = pbr_bindings::material.flags;
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#endif // BINDLESS
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#ifdef VERTEX_UVS
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#ifdef STANDARD_MATERIAL_BASE_COLOR_UV_B
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var uv = in.uv_b;
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#else // STANDARD_MATERIAL_BASE_COLOR_UV_B
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var uv = in.uv;
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#endif // STANDARD_MATERIAL_BASE_COLOR_UV_B
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#ifdef BINDLESS
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let uv_transform = pbr_bindings::material_array[material_indices[slot].material].uv_transform;
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#else // BINDLESS
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let uv_transform = pbr_bindings::material.uv_transform;
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#endif // BINDLESS
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uv = (uv_transform * vec3(uv, 1.0)).xy;
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if (flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
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output_color = output_color * textureSampleBias(
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#ifdef BINDLESS
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bindless_textures_2d[material_indices[slot].base_color_texture],
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bindless_samplers_filtering[material_indices[slot].base_color_sampler],
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#else // BINDLESS
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pbr_bindings::base_color_texture,
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pbr_bindings::base_color_sampler,
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#endif // BINDLESS
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uv,
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view.mip_bias
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);
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}
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#endif // VERTEX_UVS
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let alpha_mode = flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
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if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
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#ifdef BINDLESS
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let alpha_cutoff = pbr_bindings::material_array[material_indices[slot].material].alpha_cutoff;
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#else // BINDLESS
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let alpha_cutoff = pbr_bindings::material.alpha_cutoff;
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#endif // BINDLESS
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if output_color.a < alpha_cutoff {
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discard;
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}
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} else if (alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND ||
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alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD ||
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alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ALPHA_TO_COVERAGE) {
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if output_color.a < PREMULTIPLIED_ALPHA_CUTOFF {
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discard;
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}
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} else if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED {
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if all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) {
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discard;
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}
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}
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#endif // MAY_DISCARD
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}
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#ifdef MOTION_VECTOR_PREPASS
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fn calculate_motion_vector(world_position: vec4<f32>, previous_world_position: vec4<f32>) -> vec2<f32> {
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let clip_position_t = view.unjittered_clip_from_world * world_position;
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let clip_position = clip_position_t.xy / clip_position_t.w;
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let previous_clip_position_t = previous_view_uniforms.clip_from_world * previous_world_position;
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let previous_clip_position = previous_clip_position_t.xy / previous_clip_position_t.w;
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// These motion vectors are used as offsets to UV positions and are stored
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// in the range -1,1 to allow offsetting from the one corner to the
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// diagonally-opposite corner in UV coordinates, in either direction.
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// A difference between diagonally-opposite corners of clip space is in the
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// range -2,2, so this needs to be scaled by 0.5. And the V direction goes
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// down where clip space y goes up, so y needs to be flipped.
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return (clip_position - previous_clip_position) * vec2(0.5, -0.5);
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}
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#endif // MOTION_VECTOR_PREPASS
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