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