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
|
|
|
#import bevy_pbr::mesh_types
|
|
|
|
#import bevy_pbr::mesh_view_bindings
|
2022-01-05 19:43:11 +00:00
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
@group(1) @binding(0)
|
2022-01-05 19:43:11 +00:00
|
|
|
var<uniform> mesh: Mesh;
|
|
|
|
|
2022-06-14 00:32:33 +00:00
|
|
|
// NOTE: Bindings must come before functions that use them!
|
|
|
|
#import bevy_pbr::mesh_functions
|
|
|
|
|
2022-01-05 19:43:11 +00:00
|
|
|
struct Vertex {
|
2022-07-14 21:17:16 +00:00
|
|
|
@location(0) position: vec3<f32>,
|
|
|
|
@location(1) normal: vec3<f32>,
|
|
|
|
@location(2) uv: vec2<f32>,
|
2022-01-05 19:43:11 +00:00
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
@location(3) i_pos_scale: vec4<f32>,
|
|
|
|
@location(4) i_color: vec4<f32>,
|
2022-01-05 19:43:11 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct VertexOutput {
|
2022-07-14 21:17:16 +00:00
|
|
|
@builtin(position) clip_position: vec4<f32>,
|
|
|
|
@location(0) color: vec4<f32>,
|
2022-01-05 19:43:11 +00:00
|
|
|
};
|
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
@vertex
|
2022-01-05 19:43:11 +00:00
|
|
|
fn vertex(vertex: Vertex) -> VertexOutput {
|
|
|
|
let position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz;
|
|
|
|
var out: VertexOutput;
|
2022-06-14 00:32:33 +00:00
|
|
|
out.clip_position = mesh_position_local_to_clip(mesh.model, vec4<f32>(position, 1.0));
|
2022-01-05 19:43:11 +00:00
|
|
|
out.color = vertex.i_color;
|
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
@fragment
|
|
|
|
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
|
2022-01-05 19:43:11 +00:00
|
|
|
return in.color;
|
|
|
|
}
|