#define_import_path bevy_pbr::mesh_functions #import bevy_pbr::{ mesh_view_bindings::view, mesh_bindings::mesh, mesh_types::MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT, view_transformations::position_world_to_clip, } #import bevy_render::maths::{affine3_to_square, mat2x4_f32_to_mat3x3_unpack} fn get_model_matrix(instance_index: u32) -> mat4x4 { return affine3_to_square(mesh[instance_index].model); } fn get_previous_model_matrix(instance_index: u32) -> mat4x4 { return affine3_to_square(mesh[instance_index].previous_model); } fn mesh_position_local_to_world(model: mat4x4, vertex_position: vec4) -> vec4 { return model * vertex_position; } // NOTE: The intermediate world_position assignment is important // for precision purposes when using the 'equals' depth comparison // function. fn mesh_position_local_to_clip(model: mat4x4, vertex_position: vec4) -> vec4 { let world_position = mesh_position_local_to_world(model, vertex_position); return position_world_to_clip(world_position.xyz); } fn mesh_normal_local_to_world(vertex_normal: vec3, instance_index: u32) -> vec3 { // NOTE: The mikktspace method of normal mapping requires that the world normal is // re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents // and normal maps so that the exact inverse process is applied when shading. Blender, Unity, // Unreal Engine, Godot, and more all use the mikktspace method. // We only skip normalization for invalid normals so that they don't become NaN. // Do not change this code unless you really know what you are doing. // http://www.mikktspace.com/ if any(vertex_normal != vec3(0.0)) { return normalize( mat2x4_f32_to_mat3x3_unpack( mesh[instance_index].inverse_transpose_model_a, mesh[instance_index].inverse_transpose_model_b, ) * vertex_normal ); } else { return vertex_normal; } } // Calculates the sign of the determinant of the 3x3 model matrix based on a // mesh flag fn sign_determinant_model_3x3m(instance_index: u32) -> f32 { // bool(u32) is false if 0u else true // f32(bool) is 1.0 if true else 0.0 // * 2.0 - 1.0 remaps 0.0 or 1.0 to -1.0 or 1.0 respectively return f32(bool(mesh[instance_index].flags & MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT)) * 2.0 - 1.0; } fn mesh_tangent_local_to_world(model: mat4x4, vertex_tangent: vec4, instance_index: u32) -> vec4 { // NOTE: The mikktspace method of normal mapping requires that the world tangent is // re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents // and normal maps so that the exact inverse process is applied when shading. Blender, Unity, // Unreal Engine, Godot, and more all use the mikktspace method. // We only skip normalization for invalid tangents so that they don't become NaN. // Do not change this code unless you really know what you are doing. // http://www.mikktspace.com/ if any(vertex_tangent != vec4(0.0)) { return vec4( normalize( mat3x3( model[0].xyz, model[1].xyz, model[2].xyz ) * vertex_tangent.xyz ), // NOTE: Multiplying by the sign of the determinant of the 3x3 model matrix accounts for // situations such as negative scaling. vertex_tangent.w * sign_determinant_model_3x3m(instance_index) ); } else { return vertex_tangent; } }