bevy/assets/shaders/custom_material.vert
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

47 lines
1 KiB
GLSL

#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
mat4 View;
mat4 InverseView;
mat4 Projection;
vec3 WorldPosition;
float width;
float height;
};
struct Mesh {
mat3x4 Model;
mat4 InverseTransposeModel;
uint flags;
};
#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
layout(set = 1, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
#else
layout(set = 1, binding = 0) readonly buffer _Meshes {
Mesh Meshes[];
};
#endif // PER_OBJECT_BUFFER_BATCH_SIZE
mat4 affine_to_square(mat3x4 affine) {
return transpose(mat4(
affine[0],
affine[1],
affine[2],
vec4(0.0, 0.0, 0.0, 1.0)
));
}
void main() {
v_Uv = Vertex_Uv;
gl_Position = ViewProj
* affine_to_square(Meshes[gl_InstanceIndex].Model)
* vec4(Vertex_Position, 1.0);
}