# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
		
			
				
	
	
		
			29 lines
		
	
	
		
			872 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			29 lines
		
	
	
		
			872 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#import bevy_sprite::mesh2d_view_bindings
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#import bevy_pbr::utils
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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@group(1) @binding(1)
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var our_sampler: sampler;
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@fragment
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fn fragment(
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    @builtin(position) position: vec4<f32>,
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    #import bevy_sprite::mesh2d_vertex_output
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) -> @location(0) vec4<f32> {
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    // Get screen position with coordinates from 0 to 1
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    let uv = coords_to_viewport_uv(position.xy, view.viewport);
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    let offset_strength = 0.02;
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    // Sample each color channel with an arbitrary shift
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    var output_color = vec4<f32>(
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        textureSample(texture, our_sampler, uv + vec2<f32>(offset_strength, -offset_strength)).r,
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        textureSample(texture, our_sampler, uv + vec2<f32>(-offset_strength, 0.0)).g,
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        textureSample(texture, our_sampler, uv + vec2<f32>(0.0, offset_strength)).b,
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        1.0
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    );
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    return output_color;
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}
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