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16b39c2b36
# Objective The Custom Material GLSL shader example has an old version of the camera view uniform structure. This PR updates the example GLSL custom material shader to have the latest structure. ## Solution I was running into issues using the camera world position (it wasn't changing) and someone in discord pointed me to the source of truth. `crates/bevy_render/src/view/view.wgsl` After using this latest uniform structure in my project I'm now able to work with the camera position in my shader. ## Testing I tested this change by running the example with: ```bash cargo run --features shader_format_glsl --example shader_material_glsl ``` <img width="1392" alt="image" src="https://github.com/user-attachments/assets/39fc82ec-ff3b-4864-ad73-05f3a25db483"> --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
49 lines
1.4 KiB
GLSL
49 lines
1.4 KiB
GLSL
#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(location = 0) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 clip_from_world;
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// Other attributes exist that can be described here.
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// See full definition in: crates/bevy_render/src/view/view.wgsl
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// Attributes added here must be in the same order as they are defined
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// in view.wgsl, and they must be contiguous starting from the top to
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// ensure they have the same layout.
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//
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// Needing to maintain this mapping yourself is one of the harder parts of using
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// GLSL with Bevy. WGSL provides a much better user experience!
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} camera_view;
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struct Mesh {
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mat3x4 Model;
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mat4 InverseTransposeModel;
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uint flags;
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};
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#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
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layout(set = 1, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
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#else
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layout(set = 1, binding = 0) readonly buffer _Meshes {
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Mesh Meshes[];
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};
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#endif // PER_OBJECT_BUFFER_BATCH_SIZE
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mat4 affine_to_square(mat3x4 affine) {
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return transpose(mat4(
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affine[0],
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affine[1],
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affine[2],
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vec4(0.0, 0.0, 0.0, 1.0)
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));
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}
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void main() {
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v_Uv = Vertex_Uv;
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gl_Position = camera_view.clip_from_world
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* affine_to_square(Meshes[gl_InstanceIndex].Model)
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* vec4(Vertex_Position, 1.0);
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}
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