bevy/assets/shaders
Jake Swenson 16b39c2b36
examples(shaders/glsl): Update GLSL Shader Example Camera View uniform (#15865)
# Objective
The Custom Material GLSL shader example has an old version of the camera
view uniform structure.
This PR updates the example GLSL custom material shader to have the
latest structure.


## Solution

I was running into issues using the camera world position (it wasn't
changing) and someone in discord pointed me to the source of truth.
  `crates/bevy_render/src/view/view.wgsl`

After using this latest uniform structure in my project I'm now able to
work with the camera position in my shader.

## Testing
I tested this change by running the example with:
```bash
cargo run --features shader_format_glsl --example shader_material_glsl
```
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/39fc82ec-ff3b-4864-ad73-05f3a25db483">

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-19 01:08:55 +00:00
..
animate_shader.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
array_texture.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
cubemap_unlit.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_gltf_2d.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
custom_material.frag Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material.vert examples(shaders/glsl): Update GLSL Shader Example Camera View uniform (#15865) 2024-10-19 01:08:55 +00:00
custom_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_material_2d.wgsl Fix binding group in custom_material_2d.wgsl (#10841) 2023-12-02 22:21:53 +00:00
custom_material_import.wgsl fix custom shader imports (#10030) 2023-10-06 01:34:57 +00:00
custom_material_screenspace_texture.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
custom_phase_item.wgsl Allow phase items not associated with meshes to be binned. (#14029) 2024-06-27 16:13:03 +00:00
custom_ui_material.wgsl Add a border to the UI material example (#15120) 2024-09-09 16:34:24 +00:00
custom_vertex_attribute.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
extended_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
fallback_image_test.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
game_of_life.wgsl Fix example game of life (#12897) 2024-04-08 17:19:07 +00:00
gpu_readback.wgsl Gpu readback (#15419) 2024-09-30 17:28:55 +00:00
instancing.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
irradiance_volume_voxel_visualization.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
line_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
post_processing.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
shader_defs.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
show_prepass.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
specialized_mesh_pipeline.wgsl Add example showing how to use SpecializedMeshPipeline (#14370) 2024-07-31 18:24:58 +00:00
storage_buffer.wgsl Adds ShaderStorageBuffer asset (#14663) 2024-09-02 16:46:34 +00:00
texture_binding_array.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
tonemapping_test_patterns.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
water_material.wgsl Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) 2024-05-27 13:43:40 +00:00