replace matrix swizzles in pbr shader with index accesses (#3122)

Matrix swizzles like `mat.x.xyz` are not supported in WGSL and accepted in naga by accident: <https://gpuweb.github.io/gpuweb/wgsl/#matrix-access-expr>
This commit is contained in:
Jakob Hellermann 2021-11-13 21:46:42 +00:00
parent 9a4cc42b38
commit 029a7c03d8

View file

@ -50,16 +50,16 @@ fn vertex(vertex: Vertex) -> VertexOutput {
out.world_position = world_position;
out.clip_position = view.view_proj * world_position;
out.world_normal = mat3x3<f32>(
mesh.inverse_transpose_model.x.xyz,
mesh.inverse_transpose_model.y.xyz,
mesh.inverse_transpose_model.z.xyz
mesh.inverse_transpose_model[0].xyz,
mesh.inverse_transpose_model[1].xyz,
mesh.inverse_transpose_model[2].xyz
) * vertex.normal;
#ifdef VERTEX_TANGENTS
out.world_tangent = vec4<f32>(
mat3x3<f32>(
mesh.model.x.xyz,
mesh.model.y.xyz,
mesh.model.z.xyz
mesh.model[0].xyz,
mesh.model[1].xyz,
mesh.model[2].xyz
) * vertex.tangent.xyz,
vertex.tangent.w
);
@ -560,12 +560,12 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
#endif
var V: vec3<f32>;
if (view.projection.w.w != 1.0) { // If the projection is not orthographic
if (view.projection[3].w != 1.0) { // If the projection is not orthographic
// Only valid for a perpective projection
V = normalize(view.world_position.xyz - in.world_position.xyz);
} else {
// Ortho view vec
V = normalize(vec3<f32>(view.view_proj.x.z, view.view_proj.y.z, view.view_proj.z.z));
V = normalize(vec3<f32>(view.view_proj[0].z, view.view_proj[1].z, view.view_proj[2].z));
}
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"