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Fix WebGL not rendering StandardMaterial
(#12110)
# Objective - Fixes #12081 ## Solution Passing the `Affine2` as a neatly packed `mat3x2` breaks WebGL with `drawElementsInstanced: Buffer for uniform block is smaller than UNIFORM_BLOCK_DATA_SIZE.` I fixed this by using a `mat3x3` instead. Alternative solutions that come to mind: - Pass in a `mat3x2` on non-webgl targets and a `mat3x3` otherwise. I guess I could use `#ifdef SIXTEEN_BYTE_ALIGNMENT` for this, but it doesn't seem quite right? This would be more efficient, but decrease code quality. - Do something about `UNIFORM_BLOCK_DATA_SIZE`. I don't know how, so I'd need some guidance here. @superdump let me know if you'd like me to implement other variants. Otherwise, I vote for merging this as a quick fix for `main` and then improving the packing in subsequent PRs :) ## Additional notes Ideally we should merge this before @JMS55 rebases #10164 so that they don't have to rebase everything a second time.
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4 changed files with 8 additions and 16 deletions
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@ -1,5 +1,5 @@
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use bevy_asset::Asset;
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use bevy_math::{Affine2, Vec2, Vec4};
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use bevy_math::{Affine2, Mat3, Vec4};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{mesh::MeshVertexBufferLayout, render_asset::RenderAssets, render_resource::*};
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@ -596,12 +596,8 @@ pub struct StandardMaterialUniform {
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pub emissive: Vec4,
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/// Color white light takes after travelling through the attenuation distance underneath the material surface
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pub attenuation_color: Vec4,
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/// The x-axis of the mat2 of the transform applied to the UVs corresponding to ATTRIBUTE_UV_0 on the mesh before sampling. Default is [1, 0].
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pub uv_transform_x_axis: Vec2,
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/// The y-axis of the mat2 of the transform applied to the UVs corresponding to ATTRIBUTE_UV_0 on the mesh before sampling. Default is [0, 1].
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pub uv_transform_y_axis: Vec2,
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/// The translation of the transform applied to the UVs corresponding to ATTRIBUTE_UV_0 on the mesh before sampling. Default is [0, 0].
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pub uv_transform_translation: Vec2,
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/// The transform applied to the UVs corresponding to ATTRIBUTE_UV_0 on the mesh before sampling. Default is identity.
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pub uv_transform: Mat3,
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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pub roughness: f32,
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@ -736,9 +732,7 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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lightmap_exposure: self.lightmap_exposure,
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max_relief_mapping_search_steps: self.parallax_mapping_method.max_steps(),
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deferred_lighting_pass_id: self.deferred_lighting_pass_id as u32,
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uv_transform_x_axis: self.uv_transform.matrix2.x_axis,
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uv_transform_y_axis: self.uv_transform.matrix2.y_axis,
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uv_transform_translation: self.uv_transform.translation,
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uv_transform: self.uv_transform.into(),
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}
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}
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}
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@ -11,7 +11,6 @@
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parallax_mapping::parallaxed_uv,
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lightmap::lightmap,
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}
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#import bevy_render::maths::affine2_to_square
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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#import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture
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@ -74,7 +73,7 @@ fn pbr_input_from_standard_material(
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let NdotV = max(dot(pbr_input.N, pbr_input.V), 0.0001);
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#ifdef VERTEX_UVS
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let uv_transform = affine2_to_square(pbr_bindings::material.uv_transform);
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let uv_transform = pbr_bindings::material.uv_transform;
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var uv = (uv_transform * vec3(in.uv, 1.0)).xy;
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#ifdef VERTEX_TANGENTS
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@ -7,7 +7,6 @@
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pbr_bindings,
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pbr_types,
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}
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#import bevy_render::maths::affine2_to_square
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// Cutoff used for the premultiplied alpha modes BLEND and ADD.
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const PREMULTIPLIED_ALPHA_CUTOFF = 0.05;
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@ -19,7 +18,7 @@ fn prepass_alpha_discard(in: VertexOutput) {
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var output_color: vec4<f32> = pbr_bindings::material.base_color;
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#ifdef VERTEX_UVS
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let uv_transform = affine2_to_square(pbr_bindings::material.uv_transform);
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let uv_transform = pbr_bindings::material.uv_transform;
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let uv = (uv_transform * vec3(in.uv, 1.0)).xy;
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if (pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
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output_color = output_color * textureSampleBias(pbr_bindings::base_color_texture, pbr_bindings::base_color_sampler, uv, view.mip_bias);
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@ -6,7 +6,7 @@ struct StandardMaterial {
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base_color: vec4<f32>,
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emissive: vec4<f32>,
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attenuation_color: vec4<f32>,
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uv_transform: mat3x2<f32>,
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uv_transform: mat3x3<f32>,
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perceptual_roughness: f32,
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metallic: f32,
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reflectance: f32,
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@ -78,7 +78,7 @@ fn standard_material_new() -> StandardMaterial {
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material.max_relief_mapping_search_steps = 5u;
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material.deferred_lighting_pass_id = 1u;
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// scale 1, translation 0, rotation 0
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material.uv_transform = mat3x2<f32>(1.0, 0.0, 0.0, 1.0, 0.0, 0.0);
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material.uv_transform = mat3x3<f32>(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
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return material;
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}
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