# Objective Use the latest version of `typos` and fix the typos that it now detects # Additional Info By the way, `typos` has a "low priority typo suggestions issue" where we can throw typos we find that `typos` doesn't catch. (This link may go stale) https://github.com/crate-ci/typos/issues/1200
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
//! Very simple shader used to demonstrate how to get the world position and pass data
 | 
						|
//! between the vertex and fragment shader. Also shows the custom vertex layout.
 | 
						|
 | 
						|
// First we import everything we need from bevy_pbr
 | 
						|
// A 2d shader would be vevry similar but import from bevy_sprite instead
 | 
						|
#import bevy_pbr::{
 | 
						|
    mesh_functions,
 | 
						|
    view_transformations::position_world_to_clip
 | 
						|
}
 | 
						|
 | 
						|
struct Vertex {
 | 
						|
    // This is needed if you are using batching and/or gpu preprocessing
 | 
						|
    // It's a built in so you don't need to define it in the vertex layout
 | 
						|
    @builtin(instance_index) instance_index: u32,
 | 
						|
    // Like we defined for the vertex layout
 | 
						|
    // position is at location 0
 | 
						|
    @location(0) position: vec3<f32>,
 | 
						|
    // and color at location 1
 | 
						|
    @location(1) color: vec4<f32>,
 | 
						|
};
 | 
						|
 | 
						|
// This is the output of the vertex shader and we also use it as the input for the fragment shader
 | 
						|
struct VertexOutput {
 | 
						|
    @builtin(position) clip_position: vec4<f32>,
 | 
						|
    @location(0) world_position: vec4<f32>,
 | 
						|
    @location(1) color: vec3<f32>,
 | 
						|
};
 | 
						|
 | 
						|
@vertex
 | 
						|
fn vertex(vertex: Vertex) -> VertexOutput {
 | 
						|
    var out: VertexOutput;
 | 
						|
    // This is how bevy computes the world position
 | 
						|
    // The vertex.instance_index is very important. Especially if you are using batching and gpu preprocessing
 | 
						|
    var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
 | 
						|
    out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
 | 
						|
    out.clip_position = position_world_to_clip(out.world_position.xyz);
 | 
						|
 | 
						|
    // We just use the raw vertex color
 | 
						|
    out.color = vertex.color.rgb;
 | 
						|
 | 
						|
    return out;
 | 
						|
}
 | 
						|
 | 
						|
@fragment
 | 
						|
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
 | 
						|
    // output the color directly
 | 
						|
    return vec4(in.color, 1.0);
 | 
						|
} |