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https://github.com/bevyengine/bevy
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38 lines
1.1 KiB
WebGPU Shading Language
38 lines
1.1 KiB
WebGPU Shading Language
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#import bevy_pbr::{
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mesh_functions,
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view_transformations::position_world_to_clip
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}
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@group(2) @binding(0) var<storage, read> colors: array<vec4<f32>, 5>;
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<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) world_position: vec4<f32>,
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@location(1) color: vec4<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
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out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
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out.clip_position = position_world_to_clip(out.world_position.xyz);
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// We have 5 colors in the storage buffer, but potentially many instances of the mesh, so
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// we use the instance index to select a color from the storage buffer.
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out.color = colors[vertex.instance_index % 5];
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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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return mesh.color;
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}
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