
# 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`
18 lines
629 B
WebGPU Shading Language
18 lines
629 B
WebGPU Shading Language
#import bevy_pbr::forward_io VertexOutput
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@group(1) @binding(0) var textures: binding_array<texture_2d<f32>>;
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@group(1) @binding(1) var nearest_sampler: sampler;
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// We can also have array of samplers
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// var samplers: binding_array<sampler>;
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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// Select the texture to sample from using non-uniform uv coordinates
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let coords = clamp(vec2<u32>(mesh.uv * 4.0), vec2<u32>(0u), vec2<u32>(3u));
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let index = coords.y * 4u + coords.x;
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let inner_uv = fract(mesh.uv * 4.0);
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return textureSample(textures[index], nearest_sampler, inner_uv);
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}
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