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https://github.com/bevyengine/bevy
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814f8d1635
# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
44 lines
980 B
WebGPU Shading Language
44 lines
980 B
WebGPU Shading Language
#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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@group(1) @binding(0)
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var<uniform> mesh: Mesh;
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#ifdef SKINNED
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@group(1) @binding(1)
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var<uniform> joint_matrices: SkinnedMesh;
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#import bevy_pbr::skinning
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#endif
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// NOTE: Bindings must come before functions that use them!
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#import bevy_pbr::mesh_functions
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struct Vertex {
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@location(0) position: vec3<f32>,
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#ifdef SKINNED
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@location(4) joint_indexes: vec4<u32>,
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@location(5) joint_weights: vec4<f32>,
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#endif
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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#ifdef SKINNED
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let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
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#else
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let model = mesh.model;
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#endif
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var out: VertexOutput;
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out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
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return out;
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}
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@fragment
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fn fragment() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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