# 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
		
			
				
	
	
		
			28 lines
		
	
	
		
			846 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			28 lines
		
	
	
		
			846 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#import bevy_pbr::mesh_view_bindings
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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@group(1) @binding(1)
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var our_sampler: sampler;
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@fragment
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fn fragment(
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    @builtin(position) position: vec4<f32>,
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    #import bevy_sprite::mesh2d_vertex_output
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) -> @location(0) vec4<f32> {
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    // Get screen position with coordinates from 0 to 1
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    let uv = position.xy / vec2<f32>(view.width, view.height);
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    let offset_strength = 0.02;
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    // Sample each color channel with an arbitrary shift
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    var output_color = vec4<f32>(
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        textureSample(texture, our_sampler, uv + vec2<f32>(offset_strength, -offset_strength)).r,
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        textureSample(texture, our_sampler, uv + vec2<f32>(-offset_strength, 0.0)).g,
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        textureSample(texture, our_sampler, uv + vec2<f32>(0.0, offset_strength)).b,
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        1.0
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        );
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    return output_color;
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}
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