# 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
		
			
				
	
	
		
			37 lines
		
	
	
		
			920 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			920 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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@group(1) @binding(0)
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var<uniform> mesh: Mesh;
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// NOTE: Bindings must come before functions that use them!
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#import bevy_pbr::mesh_functions
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struct Vertex {
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    @location(0) position: vec3<f32>,
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    @location(1) normal: vec3<f32>,
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    @location(2) uv: vec2<f32>,
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    @location(3) i_pos_scale: vec4<f32>,
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    @location(4) i_color: vec4<f32>,
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};
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struct VertexOutput {
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    @builtin(position) clip_position: vec4<f32>,
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    @location(0) color: vec4<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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    let position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz;
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    var out: VertexOutput;
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    out.clip_position = mesh_position_local_to_clip(mesh.model, vec4<f32>(position, 1.0));
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    out.color = vertex.i_color;
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    return out;
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}
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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    return in.color;
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}
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