bevy/crates/bevy_pbr/src/render/pbr.wgsl
François 814f8d1635 update wgpu to 0.13 (#5168)
# 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
2022-07-14 21:17:16 +00:00

95 lines
3.3 KiB
WebGPU Shading Language

#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::pbr_bindings
#import bevy_pbr::mesh_bindings
#import bevy_pbr::utils
#import bevy_pbr::clustered_forward
#import bevy_pbr::lighting
#import bevy_pbr::shadows
#import bevy_pbr::pbr_functions
struct FragmentInput {
@builtin(front_facing) is_front: bool,
@builtin(position) frag_coord: vec4<f32>,
#import bevy_pbr::mesh_vertex_output
};
@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
var output_color: vec4<f32> = material.base_color;
#ifdef VERTEX_COLORS
output_color = output_color * in.color;
#endif
#ifdef VERTEX_UVS
if ((material.flags & STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) {
output_color = output_color * textureSample(base_color_texture, base_color_sampler, in.uv);
}
#endif
// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
if ((material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) {
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
// the material members
var pbr_input: PbrInput;
pbr_input.material.base_color = output_color;
pbr_input.material.reflectance = material.reflectance;
pbr_input.material.flags = material.flags;
pbr_input.material.alpha_cutoff = material.alpha_cutoff;
// TODO use .a for exposure compensation in HDR
var emissive: vec4<f32> = material.emissive;
#ifdef VERTEX_UVS
if ((material.flags & STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) {
emissive = vec4<f32>(emissive.rgb * textureSample(emissive_texture, emissive_sampler, in.uv).rgb, 1.0);
}
#endif
pbr_input.material.emissive = emissive;
var metallic: f32 = material.metallic;
var perceptual_roughness: f32 = material.perceptual_roughness;
#ifdef VERTEX_UVS
if ((material.flags & STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) {
let metallic_roughness = textureSample(metallic_roughness_texture, metallic_roughness_sampler, in.uv);
// Sampling from GLTF standard channels for now
metallic = metallic * metallic_roughness.b;
perceptual_roughness = perceptual_roughness * metallic_roughness.g;
}
#endif
pbr_input.material.metallic = metallic;
pbr_input.material.perceptual_roughness = perceptual_roughness;
var occlusion: f32 = 1.0;
#ifdef VERTEX_UVS
if ((material.flags & STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) {
occlusion = textureSample(occlusion_texture, occlusion_sampler, in.uv).r;
}
#endif
pbr_input.occlusion = occlusion;
pbr_input.frag_coord = in.frag_coord;
pbr_input.world_position = in.world_position;
pbr_input.world_normal = in.world_normal;
pbr_input.is_orthographic = view.projection[3].w == 1.0;
pbr_input.N = prepare_normal(
material.flags,
in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
#ifdef VERTEX_UVS
in.uv,
#endif
in.is_front,
);
pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
output_color = tone_mapping(pbr(pbr_input));
}
return output_color;
}