 814f8d1635
			
		
	
	
		814f8d1635
		
	
	
	
	
		
			
			# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
		
			
				
	
	
		
			39 lines
		
	
	
		
			917 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			917 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| #import bevy_pbr::mesh_view_bindings
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| #import bevy_pbr::mesh_bindings
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| 
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| struct CustomMaterial {
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|     color: vec4<f32>,
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| };
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| @group(1) @binding(0)
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| var<uniform> material: CustomMaterial;
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| 
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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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| 
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| struct Vertex {
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|     @location(0) position: vec3<f32>,
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|     @location(1) blend_color: vec4<f32>,
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| };
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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) blend_color: vec4<f32>,
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| };
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| 
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| @vertex
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| fn vertex(vertex: Vertex) -> VertexOutput {
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|     var out: VertexOutput;
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|     out.clip_position = mesh_position_local_to_clip(mesh.model, vec4<f32>(vertex.position, 1.0));
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|     out.blend_color = vertex.blend_color;
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|     return out;
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| }
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| 
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| struct FragmentInput {
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|     @location(0) blend_color: vec4<f32>,
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| };
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| 
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| @fragment
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| fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
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|     return material.color * input.blend_color;
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| }
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