 8cd77e8cad
			
		
	
	
		8cd77e8cad
		
			
		
	
	
	
	
		
			
			# Objective - Since #9416, example shader_material_glsl is broken <img width="1280" alt="Screenshot 2023-08-20 at 21 08 41" src="https://github.com/bevyengine/bevy/assets/8672791/16bc15ee-a58c-4ec6-87a8-c3799a6df74a"> ## Solution - Apply the same function as other examples, but in glsl
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| layout(location = 0) in vec3 Vertex_Position;
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| layout(location = 1) in vec3 Vertex_Normal;
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| layout(location = 2) in vec2 Vertex_Uv;
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| 
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| layout(location = 0) out vec2 v_Uv;
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| 
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| layout(set = 0, binding = 0) uniform CameraViewProj {
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|     mat4 ViewProj;
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|     mat4 View;
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|     mat4 InverseView;
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|     mat4 Projection;
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|     vec3 WorldPosition;
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|     float width;
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|     float height;
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| };
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| 
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| struct Mesh {
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|     mat3x4 Model;
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|     mat4 InverseTransposeModel;
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|     uint flags;
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| };
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| 
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| #ifdef PER_OBJECT_BUFFER_BATCH_SIZE
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| layout(set = 2, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
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| #else
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| layout(set = 2, binding = 0) readonly buffer _Meshes {
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|     Mesh Meshes[];
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| };
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| #endif // PER_OBJECT_BUFFER_BATCH_SIZE
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| 
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| mat4 affine_to_square(mat3x4 affine) {
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|     return transpose(mat4(
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|         affine[0],
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|         affine[1],
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|         affine[2],
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|         vec4(0.0, 0.0, 0.0, 1.0)
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|     ));
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| }
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| 
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| void main() {
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|     v_Uv = Vertex_Uv;
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|     gl_Position = ViewProj
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|         * affine_to_square(Meshes[gl_InstanceIndex].Model)
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|         * vec4(Vertex_Position, 1.0);
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| }
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