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# 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.
17 lines
630 B
WebGPU Shading Language
17 lines
630 B
WebGPU Shading Language
#import bevy_pbr::forward_io::VertexOutput
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@group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
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@group(2) @binding(1) var nearest_sampler: sampler;
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// We can also have array of samplers
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// var samplers: binding_array<sampler>;
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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// Select the texture to sample from using non-uniform uv coordinates
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let coords = clamp(vec2<u32>(mesh.uv * 4.0), vec2<u32>(0u), vec2<u32>(3u));
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let index = coords.y * 4u + coords.x;
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let inner_uv = fract(mesh.uv * 4.0);
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return textureSample(textures[index], nearest_sampler, inner_uv);
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}
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