bevy/crates/bevy_pbr/src/render/wireframe.wgsl

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#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
struct Vertex {
[[location(0)]] position: vec3<f32>;
#ifdef SKINNED
[[location(4)]] joint_indexes: vec4<u32>;
[[location(5)]] joint_weights: vec4<f32>;
#endif
};
[[group(1), binding(0)]]
var<uniform> mesh: Mesh;
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
};
#ifdef SKINNED
[[group(2), binding(0)]]
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
#else
let model = mesh.model;
#endif
let world_position = model * vec4<f32>(vertex.position, 1.0);
var out: VertexOutput;
out.clip_position = view.view_proj * world_position;
return out;
}
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}