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