bevy/assets/shaders/custom_vertex_attribute.wgsl
JMS55 4bf20e7d27
Swap material and mesh bind groups (#10485)
# Objective
- Materials should be a more frequent rebind then meshes (due to being
able to use a single vertex buffer, such as in #10164) and therefore
should be in a higher bind group.

---

## Changelog
- For 2d and 3d mesh/material setups (but not UI materials, or other
rendering setups such as gizmos, sprites, or text), mesh data is now in
bind group 1, and material data is now in bind group 2, which is swapped
from how they were before.

## Migration Guide
- Custom 2d and 3d mesh/material shaders should now use bind group 2
`@group(2) @binding(x)` for their bound resources, instead of bind group
1.
- Many internal pieces of rendering code have changed so that mesh data
is now in bind group 1, and material data is now in bind group 2.
Semi-custom rendering setups (that don't use the Material or Material2d
APIs) should adapt to these changes.
2023-11-28 22:26:22 +00:00

37 lines
938 B
WebGPU Shading Language

#import bevy_pbr::mesh_functions::{get_model_matrix, mesh_position_local_to_clip}
struct CustomMaterial {
color: vec4<f32>,
};
@group(2) @binding(0) var<uniform> material: CustomMaterial;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) blend_color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) blend_color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(
get_model_matrix(vertex.instance_index),
vec4<f32>(vertex.position, 1.0),
);
out.blend_color = vertex.blend_color;
return out;
}
struct FragmentInput {
@location(0) blend_color: vec4<f32>,
};
@fragment
fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
return material.color * input.blend_color;
}