bevy/crates/bevy_pbr/src/prepass/prepass_io.wgsl
robtfm 979c4094d4
pbr shader cleanup (#10105)
# Objective

cleanup some pbr shader code. improve shader stage io consistency and
make pbr.wgsl (probably many people's first foray into bevy shader code)
a little more human-readable. also fix a couple of small issues with
deferred rendering.

## Solution

mesh_vertex_output: 
- rename to forward_io (to align with prepass_io)
- rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io)
- move `Vertex` from mesh.wgsl into here (to align with prepass_io)

prepass_io: 
- remove `FragmentInput`, use `VertexOutput` directly (to align with
forward_io)
- rename `VertexOutput::clip_position` to `position` (to align with
forward_io)

pbr.wgsl:
- restructure so we don't need `#ifdefs` on the actual entrypoint, use
VertexOutput and FragmentOutput in all cases and use #ifdefs to import
the right struct definitions.
- rearrange to make the flow clearer
- move alpha_discard up from `pbr_functions::pbr` to avoid needing to
call it on some branches and not others
- add a bunch of comments

deferred_lighting:
- move ssao into the `!unlit` block to reflect forward behaviour
correctly
- fix compile error with deferred + premultiply_alpha

## Migration Guide

in custom material shaders:
- `pbr_functions::pbr` no longer calls to
`pbr_functions::alpha_discard`. if you were using the `pbr` function in
a custom shader with alpha mask mode you now also need to call
alpha_discard manually
- rename imports of `bevy_pbr::mesh_vertex_output` to
`bevy_pbr::forward_io`
- rename instances of `MeshVertexOutput` to `VertexOutput`

in custom material prepass shaders:
- rename instances of `VertexOutput::clip_position` to
`VertexOutput::position`
2023-10-13 19:12:40 +00:00

87 lines
2.1 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::prepass_io
// Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can
// pass them to custom prepass shaders like pbr_prepass.wgsl.
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
#ifdef VERTEX_UVS
@location(1) uv: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(2) normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(3) tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef SKINNED
@location(4) joint_indices: vec4<u32>,
@location(5) joint_weights: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(6) color: vec4<f32>,
#endif
#ifdef MORPH_TARGETS
@builtin(vertex_index) index: u32,
#endif // MORPH_TARGETS
}
struct VertexOutput {
// This is `clip position` when the struct is used as a vertex stage output
// and `frag coord` when used as a fragment stage input
@builtin(position) position: vec4<f32>,
#ifdef VERTEX_UVS
@location(0) uv: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(1) world_normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(2) world_tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(3) world_position: vec4<f32>,
#ifdef MOTION_VECTOR_PREPASS
@location(4) previous_world_position: vec4<f32>,
#endif
#ifdef DEPTH_CLAMP_ORTHO
@location(5) clip_position_unclamped: vec4<f32>,
#endif // DEPTH_CLAMP_ORTHO
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
@location(6) instance_index: u32,
#endif
#ifdef VERTEX_COLORS
@location(7) color: vec4<f32>,
#endif
}
#ifdef PREPASS_FRAGMENT
struct FragmentOutput {
#ifdef NORMAL_PREPASS
@location(0) normal: vec4<f32>,
#endif
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif
#ifdef DEFERRED_PREPASS
@location(2) deferred: vec4<u32>,
@location(3) deferred_lighting_pass_id: u32,
#endif
#ifdef DEPTH_CLAMP_ORTHO
@builtin(frag_depth) frag_depth: f32,
#endif // DEPTH_CLAMP_ORTHO
}
#endif //PREPASS_FRAGMENT