
# Objective - Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable. - See #3969 for details. I'm doing this in multiple steps to make review easier. --- ## Changelog - Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings` ## Migration Guide - In shaders for 3D meshes: - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings` - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types` - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings. - In shaders for 2D meshes: - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings` - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types` - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
36 lines
904 B
WebGPU Shading Language
36 lines
904 B
WebGPU Shading Language
#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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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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[[location(3)]] i_pos_scale: vec4<f32>;
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[[location(4)]] i_color: vec4<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)]] color: vec4<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 position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz;
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let world_position = mesh.model * vec4<f32>(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.color = vertex.i_color;
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return out;
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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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return in.color;
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}
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