
# Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
64 lines
1.8 KiB
WebGPU Shading Language
64 lines
1.8 KiB
WebGPU Shading Language
#ifdef TONEMAP_IN_SHADER
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#import bevy_core_pipeline::tonemapping
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#endif
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#import bevy_render::{
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maths::affine3_to_square,
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view::View,
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}
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#import bevy_sprite::sprite_view_bindings::view
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struct VertexInput {
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@builtin(vertex_index) index: u32,
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// NOTE: Instance-rate vertex buffer members prefixed with i_
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// NOTE: i_model_transpose_colN are the 3 columns of a 3x4 matrix that is the transpose of the
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// affine 4x3 model matrix.
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@location(0) i_model_transpose_col0: vec4<f32>,
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@location(1) i_model_transpose_col1: vec4<f32>,
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@location(2) i_model_transpose_col2: vec4<f32>,
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@location(3) i_color: vec4<f32>,
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@location(4) i_uv_offset_scale: 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) uv: vec2<f32>,
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@location(1) @interpolate(flat) color: vec4<f32>,
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};
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@vertex
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fn vertex(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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let vertex_position = vec3<f32>(
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f32(in.index & 0x1u),
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f32((in.index & 0x2u) >> 1u),
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0.0
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);
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out.clip_position = view.clip_from_world * affine3_to_square(mat3x4<f32>(
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in.i_model_transpose_col0,
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in.i_model_transpose_col1,
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in.i_model_transpose_col2,
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)) * vec4<f32>(vertex_position, 1.0);
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out.uv = vec2<f32>(vertex_position.xy) * in.i_uv_offset_scale.zw + in.i_uv_offset_scale.xy;
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out.color = in.i_color;
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return out;
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}
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@group(1) @binding(0) var sprite_texture: texture_2d<f32>;
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@group(1) @binding(1) var sprite_sampler: sampler;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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var color = in.color * textureSample(sprite_texture, sprite_sampler, in.uv);
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#ifdef TONEMAP_IN_SHADER
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color = tonemapping::tone_mapping(color, view.color_grading);
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#endif
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return color;
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}
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