
# Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
80 lines
2.1 KiB
WebGPU Shading Language
80 lines
2.1 KiB
WebGPU Shading Language
#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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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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#ifdef VERTEX_TANGENTS
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[[location(3)]] tangent: vec4<f32>;
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#endif
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#ifdef VERTEX_COLORS
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[[location(4)]] color: vec4<f32>;
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#endif
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#ifdef SKINNED
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[[location(5)]] joint_indices: vec4<u32>;
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[[location(6)]] joint_weights: vec4<f32>;
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#endif
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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)]] world_position: vec4<f32>;
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[[location(1)]] world_normal: vec3<f32>;
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[[location(2)]] uv: vec2<f32>;
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#ifdef VERTEX_TANGENTS
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[[location(3)]] world_tangent: vec4<f32>;
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#endif
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#ifdef VERTEX_COLORS
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[[location(4)]] color: vec4<f32>;
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#endif
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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#ifdef SKINNED
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var model = skin_model(vertex.joint_indices, vertex.joint_weights);
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out.world_normal = skin_normals(model, vertex.normal);
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#else
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var model = mesh.model;
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#endif
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out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.world_normal = mesh_normal_local_to_world(vertex.normal);
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out.uv = vertex.uv;
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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out.clip_position = mesh_position_world_to_clip(out.world_position);
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return out;
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}
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struct FragmentInput {
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[[builtin(front_facing)]] is_front: bool;
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[[location(0)]] world_position: vec4<f32>;
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[[location(1)]] world_normal: vec3<f32>;
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[[location(2)]] uv: vec2<f32>;
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#ifdef VERTEX_TANGENTS
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[[location(3)]] world_tangent: vec4<f32>;
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#endif
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#ifdef VERTEX_COLORS
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[[location(4)]] color: vec4<f32>;
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#endif
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};
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[[stage(fragment)]]
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fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
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#ifdef VERTEX_COLORS
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return in.color;
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#else
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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#endif
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}
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