61 lines
1.5 KiB
WebGPU Shading Language
61 lines
1.5 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::forward_io
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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#ifdef VERTEX_POSITIONS
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@location(0) position: vec3<f32>,
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#endif
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#ifdef VERTEX_NORMALS
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@location(1) normal: vec3<f32>,
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#endif
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#ifdef VERTEX_UVS_A
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@location(2) uv: vec2<f32>,
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#endif
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#ifdef VERTEX_UVS_B
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@location(3) uv_b: vec2<f32>,
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#endif
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#ifdef VERTEX_TANGENTS
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@location(4) tangent: vec4<f32>,
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#endif
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#ifdef VERTEX_COLORS
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@location(5) color: vec4<f32>,
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#endif
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#ifdef SKINNED
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@location(6) joint_indices: vec4<u32>,
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@location(7) joint_weights: vec4<f32>,
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#endif
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#ifdef MORPH_TARGETS
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@builtin(vertex_index) index: u32,
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#endif
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};
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struct VertexOutput {
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// This is `clip position` when the struct is used as a vertex stage output
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// and `frag coord` when used as a fragment stage input
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@builtin(position) position: vec4<f32>,
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@location(0) world_position: vec4<f32>,
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@location(1) world_normal: vec3<f32>,
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#ifdef VERTEX_UVS_A
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@location(2) uv: vec2<f32>,
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#endif
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#ifdef VERTEX_UVS_B
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@location(3) uv_b: vec2<f32>,
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#endif
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#ifdef VERTEX_TANGENTS
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@location(4) world_tangent: vec4<f32>,
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#endif
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#ifdef VERTEX_COLORS
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@location(5) color: vec4<f32>,
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#endif
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#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
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@location(6) @interpolate(flat) instance_index: u32,
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#endif
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#ifdef VISIBILITY_RANGE_DITHER
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@location(7) @interpolate(flat) visibility_range_dither: i32,
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#endif
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}
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struct FragmentOutput {
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@location(0) color: vec4<f32>,
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}
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