bevy/assets/shaders/custom_material_screenspace_texture.wgsl

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improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
#import bevy_pbr::mesh_view_bindings view
pbr shader cleanup (#10105) # Objective cleanup some pbr shader code. improve shader stage io consistency and make pbr.wgsl (probably many people's first foray into bevy shader code) a little more human-readable. also fix a couple of small issues with deferred rendering. ## Solution mesh_vertex_output: - rename to forward_io (to align with prepass_io) - rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io) - move `Vertex` from mesh.wgsl into here (to align with prepass_io) prepass_io: - remove `FragmentInput`, use `VertexOutput` directly (to align with forward_io) - rename `VertexOutput::clip_position` to `position` (to align with forward_io) pbr.wgsl: - restructure so we don't need `#ifdefs` on the actual entrypoint, use VertexOutput and FragmentOutput in all cases and use #ifdefs to import the right struct definitions. - rearrange to make the flow clearer - move alpha_discard up from `pbr_functions::pbr` to avoid needing to call it on some branches and not others - add a bunch of comments deferred_lighting: - move ssao into the `!unlit` block to reflect forward behaviour correctly - fix compile error with deferred + premultiply_alpha ## Migration Guide in custom material shaders: - `pbr_functions::pbr` no longer calls to `pbr_functions::alpha_discard`. if you were using the `pbr` function in a custom shader with alpha mask mode you now also need to call alpha_discard manually - rename imports of `bevy_pbr::mesh_vertex_output` to `bevy_pbr::forward_io` - rename instances of `MeshVertexOutput` to `VertexOutput` in custom material prepass shaders: - rename instances of `VertexOutput::clip_position` to `VertexOutput::position`
2023-10-13 19:12:40 +00:00
#import bevy_pbr::forward_io VertexOutput
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
#import bevy_pbr::utils coords_to_viewport_uv
@group(1) @binding(0) var texture: texture_2d<f32>;
@group(1) @binding(1) var texture_sampler: sampler;
@fragment
fn fragment(
pbr shader cleanup (#10105) # Objective cleanup some pbr shader code. improve shader stage io consistency and make pbr.wgsl (probably many people's first foray into bevy shader code) a little more human-readable. also fix a couple of small issues with deferred rendering. ## Solution mesh_vertex_output: - rename to forward_io (to align with prepass_io) - rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io) - move `Vertex` from mesh.wgsl into here (to align with prepass_io) prepass_io: - remove `FragmentInput`, use `VertexOutput` directly (to align with forward_io) - rename `VertexOutput::clip_position` to `position` (to align with forward_io) pbr.wgsl: - restructure so we don't need `#ifdefs` on the actual entrypoint, use VertexOutput and FragmentOutput in all cases and use #ifdefs to import the right struct definitions. - rearrange to make the flow clearer - move alpha_discard up from `pbr_functions::pbr` to avoid needing to call it on some branches and not others - add a bunch of comments deferred_lighting: - move ssao into the `!unlit` block to reflect forward behaviour correctly - fix compile error with deferred + premultiply_alpha ## Migration Guide in custom material shaders: - `pbr_functions::pbr` no longer calls to `pbr_functions::alpha_discard`. if you were using the `pbr` function in a custom shader with alpha mask mode you now also need to call alpha_discard manually - rename imports of `bevy_pbr::mesh_vertex_output` to `bevy_pbr::forward_io` - rename instances of `MeshVertexOutput` to `VertexOutput` in custom material prepass shaders: - rename instances of `VertexOutput::clip_position` to `VertexOutput::position`
2023-10-13 19:12:40 +00:00
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
let viewport_uv = coords_to_viewport_uv(mesh.position.xy, view.viewport);
let color = textureSample(texture, texture_sampler, viewport_uv);
return color;
}