based on #3031 Adds some examples showing of how to use the new pipelined rendering for custom shaders. - a minimal shader example which doesn't use render assets - the same but using glsl - an example showing how to render instanced data - a shader which uses the seconds since startup to animate some textures Instancing shader:  Animated shader:  (the gif makes it look a bit ugly) Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			73 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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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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};
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struct VertexOutput {
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    [[builtin(position)]] clip_position: vec4<f32>;
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    [[location(0)]] uv: vec2<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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    let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);
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    var out: VertexOutput;
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    out.clip_position = view.view_proj * world_position;
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    out.uv = vertex.uv;
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    return out;
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}
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struct Time {
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    time_since_startup: f32;
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};
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[[group(2), binding(0)]]
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var<uniform> time: Time;
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fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> {
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    let L = c.x;
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    let a = c.y;
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    let b = c.z;
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    let l_ = L + 0.3963377774 * a + 0.2158037573 * b;
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    let m_ = L - 0.1055613458 * a - 0.0638541728 * b;
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    let s_ = L - 0.0894841775 * a - 1.2914855480 * b;
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    let l = l_*l_*l_;
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    let m = m_*m_*m_;
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    let s = s_*s_*s_;
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    return vec3<f32>(
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		 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
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		-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
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		-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
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    );
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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    let speed = 2.0;
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    let t_1 = sin(time.time_since_startup * speed) * 0.5 + 0.5;
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    let t_2 = cos(time.time_since_startup * speed);
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    let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4;
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    // blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/
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    let red = vec3<f32>(0.627955, 0.224863, 0.125846);
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    let green = vec3<f32>(0.86644, -0.233887, 0.179498);
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    let blue = vec3<f32>(0.701674, 0.274566, -0.169156);
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    let white = vec3<f32>(1.0, 0.0, 0.0);
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    let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center);
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    return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0);
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}
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