bevy/assets/shaders/array_texture.wgsl
Ricky Taylor 9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.

## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.

---

## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00

60 lines
1.9 KiB
WebGPU Shading Language

#import bevy_pbr::{
forward_io::VertexOutput,
mesh_view_bindings::view,
pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new},
pbr_functions as fns,
pbr_bindings,
}
#import bevy_core_pipeline::tonemapping::tone_mapping
@group(2) @binding(0) var my_array_texture: texture_2d_array<f32>;
@group(2) @binding(1) var my_array_texture_sampler: sampler;
@fragment
fn fragment(
@builtin(front_facing) is_front: bool,
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
let layer = i32(mesh.world_position.x) & 0x3;
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
// the material members
var pbr_input: PbrInput = pbr_input_new();
pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer);
#ifdef VERTEX_COLORS
pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
#endif
let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;
pbr_input.frag_coord = mesh.position;
pbr_input.world_position = mesh.world_position;
pbr_input.world_normal = fns::prepare_world_normal(
mesh.world_normal,
double_sided,
is_front,
);
pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0;
pbr_input.N = normalize(pbr_input.world_normal);
#ifdef VERTEX_TANGENTS
let Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, mesh.uv, view.mip_bias).rgb;
pbr_input.N = fns::apply_normal_mapping(
pbr_input.material.flags,
mesh.world_normal,
double_sided,
is_front,
mesh.world_tangent,
Nt,
view.mip_bias,
);
#endif
pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);
return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);
}