# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
		
			
				
	
	
		
			56 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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#import bevy_pbr::pbr_types
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#import bevy_pbr::utils
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#import bevy_pbr::clustered_forward
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#import bevy_pbr::lighting
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#import bevy_pbr::shadows
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#import bevy_pbr::pbr_functions
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@group(1) @binding(0)
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var my_array_texture: texture_2d_array<f32>;
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@group(1) @binding(1)
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var my_array_texture_sampler: sampler;
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struct FragmentInput {
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    @builtin(front_facing) is_front: bool,
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    @builtin(position) frag_coord: vec4<f32>,
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    #import bevy_pbr::mesh_vertex_output
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};
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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    let layer = i32(in.world_position.x) & 0x3;
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    // Prepare a 'processed' StandardMaterial by sampling all textures to resolve
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    // the material members
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    var pbr_input: PbrInput = pbr_input_new();
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    pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, in.uv, layer);
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#ifdef VERTEX_COLORS
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    pbr_input.material.base_color = pbr_input.material.base_color * in.color;
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#endif
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    pbr_input.frag_coord = in.frag_coord;
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    pbr_input.world_position = in.world_position;
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    pbr_input.world_normal = in.world_normal;
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    pbr_input.is_orthographic = view.projection[3].w == 1.0;
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    pbr_input.N = prepare_normal(
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        pbr_input.material.flags,
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        in.world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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        in.world_tangent,
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#endif
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#endif
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        in.uv,
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        in.is_front,
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    );
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    pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
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    return tone_mapping(pbr(pbr_input));
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}
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