Split mesh shader files (#4867)
# 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.
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## 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.
2022-05-31 23:23:25 +00:00
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#import bevy_pbr::mesh_types
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2022-09-28 04:20:27 +00:00
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// The time since startup data is in the globals binding which is part of the mesh_view_bindings import
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Split mesh shader files (#4867)
# 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.
2022-05-31 23:23:25 +00:00
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#import bevy_pbr::mesh_view_bindings
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2022-01-05 19:43:11 +00:00
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fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> {
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let L = c.x;
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let a = c.y;
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let b = c.z;
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let l_ = L + 0.3963377774 * a + 0.2158037573 * b;
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let m_ = L - 0.1055613458 * a - 0.0638541728 * b;
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let s_ = L - 0.0894841775 * a - 1.2914855480 * b;
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2022-09-28 04:20:27 +00:00
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let l = l_ * l_ * l_;
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let m = m_ * m_ * m_;
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let s = s_ * s_ * s_;
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2022-01-05 19:43:11 +00:00
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return vec3<f32>(
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2022-09-28 04:20:27 +00:00
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4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
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-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
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-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
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2022-01-05 19:43:11 +00:00
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);
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}
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2022-09-28 04:20:27 +00:00
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struct FragmentInput {
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#import bevy_pbr::mesh_vertex_output
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}
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2022-07-14 21:17:16 +00:00
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@fragment
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2022-09-28 04:20:27 +00:00
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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2022-01-05 19:43:11 +00:00
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let speed = 2.0;
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2022-09-28 04:20:27 +00:00
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// The globals binding contains various global values like time
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// which is the time since startup in seconds
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let t_1 = sin(globals.time * speed) * 0.5 + 0.5;
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let t_2 = cos(globals.time * speed);
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2022-01-05 19:43:11 +00:00
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let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4;
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// blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/
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let red = vec3<f32>(0.627955, 0.224863, 0.125846);
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let green = vec3<f32>(0.86644, -0.233887, 0.179498);
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let blue = vec3<f32>(0.701674, 0.274566, -0.169156);
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let white = vec3<f32>(1.0, 0.0, 0.0);
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let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center);
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return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0);
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}
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