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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#import bevy_pbr::mesh_view_bindings
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2021-12-10 21:09:36 +00:00
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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2022-03-29 18:31:13 +00:00
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#ifdef SKINNED
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[[location(4)]] joint_indexes: vec4<u32>;
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[[location(5)]] joint_weights: vec4<f32>;
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#endif
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2021-12-10 21:09:36 +00:00
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};
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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};
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2022-03-29 18:31:13 +00:00
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#ifdef SKINNED
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2022-03-30 19:56:16 +00:00
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[[group(1), binding(1)]]
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2022-03-29 18:31:13 +00:00
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var<uniform> joint_matrices: SkinnedMesh;
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#import bevy_pbr::skinning
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#endif
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2021-12-10 21:09:36 +00:00
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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2022-03-29 18:31:13 +00:00
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#ifdef SKINNED
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let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
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#else
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let model = mesh.model;
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#endif
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2021-12-10 21:09:36 +00:00
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2022-03-29 18:31:13 +00:00
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let world_position = model * vec4<f32>(vertex.position, 1.0);
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2021-12-10 21:09:36 +00:00
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var out: VertexOutput;
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out.clip_position = view.view_proj * world_position;
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return out;
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}
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[[stage(fragment)]]
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fn fragment() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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