121 lines
3.5 KiB
WebGPU Shading Language
121 lines
3.5 KiB
WebGPU Shading Language
#import bevy_pbr::{
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mesh_bindings::mesh,
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mesh_functions,
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skinning,
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morph::morph,
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forward_io::{Vertex, VertexOutput},
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view_transformations::position_world_to_clip,
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}
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#ifdef MORPH_TARGETS
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fn morph_vertex(vertex_in: Vertex) -> Vertex {
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var vertex = vertex_in;
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let first_vertex = mesh[vertex.instance_index].first_vertex_index;
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let vertex_index = vertex.index - first_vertex;
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let weight_count = bevy_pbr::morph::layer_count();
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for (var i: u32 = 0u; i < weight_count; i ++) {
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let weight = bevy_pbr::morph::weight_at(i);
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if weight == 0.0 {
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continue;
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}
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vertex.position += weight * morph(vertex_index, bevy_pbr::morph::position_offset, i);
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#ifdef VERTEX_NORMALS
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vertex.normal += weight * morph(vertex_index, bevy_pbr::morph::normal_offset, i);
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#endif
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#ifdef VERTEX_TANGENTS
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vertex.tangent += vec4(weight * morph(vertex_index, bevy_pbr::morph::tangent_offset, i), 0.0);
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#endif
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}
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return vertex;
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}
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#endif
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@vertex
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fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
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var out: VertexOutput;
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#ifdef MORPH_TARGETS
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var vertex = morph_vertex(vertex_no_morph);
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#else
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var vertex = vertex_no_morph;
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#endif
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let mesh_world_from_local = mesh_functions::get_world_from_local(vertex_no_morph.instance_index);
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#ifdef SKINNED
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var world_from_local = skinning::skin_model(
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vertex.joint_indices,
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vertex.joint_weights,
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vertex_no_morph.instance_index
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);
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#else
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416 .
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var world_from_local = mesh_world_from_local;
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#endif
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#ifdef VERTEX_NORMALS
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#ifdef SKINNED
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out.world_normal = skinning::skin_normals(world_from_local, vertex.normal);
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#else
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out.world_normal = mesh_functions::mesh_normal_local_to_world(
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vertex.normal,
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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vertex_no_morph.instance_index
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);
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#endif
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#endif
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#ifdef VERTEX_POSITIONS
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out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4<f32>(vertex.position, 1.0));
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out.position = position_world_to_clip(out.world_position.xyz);
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#endif
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#ifdef VERTEX_UVS_A
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_UVS_B
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out.uv_b = vertex.uv_b;
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_functions::mesh_tangent_local_to_world(
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world_from_local,
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vertex.tangent,
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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vertex_no_morph.instance_index
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);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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// See https://github.com/gfx-rs/naga/issues/2416
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out.instance_index = vertex_no_morph.instance_index;
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#endif
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#ifdef VISIBILITY_RANGE_DITHER
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out.visibility_range_dither = mesh_functions::get_visibility_range_dither_level(
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vertex_no_morph.instance_index, mesh_world_from_local[3]);
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#endif
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return out;
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}
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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#ifdef VERTEX_COLORS
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return mesh.color;
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#else
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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#endif
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}
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