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Make vertex colors work without textures in bevy_sprite (#5685)
# Objective This PR changes it possible to use vertex colors without a texture using the bevy_sprite ColorMaterial. Fixes #5679 ## Solution - Made multiplication of the output color independent of the COLOR_MATERIAL_FLAGS_TEXTURE_BIT bit - Extended mesh2d_vertex_color_texture example to show off both vertex colors and tinting Not sure if extending the existing example was the right call but it seems to be reasonable to me. I couldn't find any tests for the shaders and I think adding shader testing would be beyond the scope of this PR. So no tests in this PR. 😬 Co-authored-by: Jonas Wagner <jonas@29a.ch>
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2 changed files with 25 additions and 8 deletions
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@ -26,12 +26,11 @@ struct FragmentInput {
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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var output_color: vec4<f32> = material.color;
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if ((material.flags & COLOR_MATERIAL_FLAGS_TEXTURE_BIT) != 0u) {
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#ifdef VERTEX_COLORS
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output_color = output_color * textureSample(texture, texture_sampler, in.uv) * in.color;
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#else
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output_color = output_color * textureSample(texture, texture_sampler, in.uv);
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output_color = output_color * in.color;
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#endif
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if ((material.flags & COLOR_MATERIAL_FLAGS_TEXTURE_BIT) != 0u) {
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output_color = output_color * textureSample(texture, texture_sampler, in.uv);
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}
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return output_color;
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}
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@ -1,7 +1,10 @@
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//! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
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//! Adds a texture and colored vertices, giving per-vertex tinting.
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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use bevy::{
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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fn main() {
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App::new()
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@ -29,11 +32,26 @@ fn setup(
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];
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// Insert the vertex colors as an attribute
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mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vertex_colors);
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// Spawn
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let mesh_handle: Mesh2dHandle = meshes.add(mesh).into();
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// Spawn camera
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commands.spawn_bundle(Camera2dBundle::default());
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// Spawn the quad with vertex colors
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commands.spawn_bundle(MaterialMesh2dBundle {
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mesh: meshes.add(mesh).into(),
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transform: Transform::default().with_scale(Vec3::splat(128.)),
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mesh: mesh_handle.clone(),
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transform: Transform::from_translation(Vec3::new(-96., 0., 0.))
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.with_scale(Vec3::splat(128.)),
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material: materials.add(ColorMaterial::default()),
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..default()
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});
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// Spawning the quad with vertex colors and a texture results in tinting
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commands.spawn_bundle(MaterialMesh2dBundle {
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mesh: mesh_handle,
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transform: Transform::from_translation(Vec3::new(96., 0., 0.))
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.with_scale(Vec3::splat(128.)),
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material: materials.add(ColorMaterial::from(texture_handle)),
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..default()
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});
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