bevy/assets/shaders
François Mockers 0ab477e266 Fix wesl in wasm and webgl2 (#18591)
# Objective

- feature `shader_format_wesl` doesn't compile in Wasm
- once fixed, example `shader_material_wesl` doesn't work in WebGL2

## Solution

- remove special path handling when loading shaders. this seems like a
way to escape the asset folder which we don't want to allow, and can't
compile on android or wasm, and can't work on iOS (filesystem is rooted
there)
- pad material so that it's 16 bits. I couldn't get conditional
compilation to work in wesl for type declaration, it fails to parse
- the shader renders the color `(0.0, 0.0, 0.0, 0.0)` when it's not a
polka dot. this renders as black on WebGPU/metal/..., and white on
WebGL2. change it to `(0.0, 0.0, 0.0, 1.0)` so that it's black
everywhere
2025-03-28 23:33:00 +01:00
..
animate_shader.wgsl
array_texture.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
automatic_instancing.wgsl Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
bindless_material.wgsl Reimplement bindless storage buffers. (#17994) 2025-03-10 21:32:19 +00:00
cubemap_unlit.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_clustered_decal.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
custom_gltf_2d.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
custom_material_2d.wgsl Fix binding group in custom_material_2d.wgsl (#10841) 2023-12-02 22:21:53 +00:00
custom_material_import.wgsl
custom_material_screenspace_texture.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.frag Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.vert examples(shaders/glsl): Update GLSL Shader Example Camera View uniform (#15865) 2024-10-19 01:08:55 +00:00
custom_material.wesl Fix wesl in wasm and webgl2 (#18591) 2025-03-28 23:33:00 +01:00
custom_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_phase_item.wgsl Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
custom_stencil.wgsl Add a custom render phase example (#16916) 2025-02-10 21:17:37 +00:00
custom_ui_material.wgsl ui_material example webgl2 fix (#17852) 2025-02-13 20:52:26 +00:00
custom_vertex_attribute.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
extended_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
fallback_image_test.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
game_of_life.wgsl Fix example game of life (#12897) 2024-04-08 17:19:07 +00:00
gpu_readback.wgsl Gpu readback (#15419) 2024-09-30 17:28:55 +00:00
instancing.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
irradiance_volume_voxel_visualization.wgsl Cluster light probes using conservative spherical bounds. (#13746) 2024-12-05 13:07:10 +00:00
line_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
post_processing.wgsl
shader_defs.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
show_prepass.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
specialized_mesh_pipeline.wgsl Fix non-crate typos (#18219) 2025-03-11 06:17:48 +00:00
storage_buffer.wgsl Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
texture_binding_array.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
tonemapping_test_patterns.wgsl Fix non-crate typos (#18219) 2025-03-11 06:17:48 +00:00
util.wesl Fix wesl in wasm and webgl2 (#18591) 2025-03-28 23:33:00 +01:00
water_material.wgsl Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) 2024-05-27 13:43:40 +00:00