bevy/crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
Patrick Walton 0dddfa07ab
Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210)
WebGL 2 doesn't support variable-length uniform buffer arrays. So we
arbitrarily set the length of the visibility ranges field to 64 on that
platform.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-05-08 07:34:59 +00:00

99 lines
3.9 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_view_types as types
#import bevy_render::{
view::View,
globals::Globals,
}
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube;
#else
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
#endif
@group(0) @binding(3) var point_shadow_textures_sampler: sampler_comparison;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d;
#else
@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d_array;
#endif
@group(0) @binding(5) var directional_shadow_textures_sampler: sampler_comparison;
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
@group(0) @binding(6) var<storage> point_lights: types::PointLights;
@group(0) @binding(7) var<storage> cluster_light_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#else
@group(0) @binding(6) var<uniform> point_lights: types::PointLights;
@group(0) @binding(7) var<uniform> cluster_light_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#endif
@group(0) @binding(9) var<uniform> globals: Globals;
@group(0) @binding(10) var<uniform> fog: types::Fog;
@group(0) @binding(11) var<uniform> light_probes: types::LightProbes;
const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u;
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
@group(0) @binding(12) var<storage> visibility_ranges: array<vec4<f32>>;
#else
@group(0) @binding(12) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>;
#endif
@group(0) @binding(13) var screen_space_ambient_occlusion_texture: texture_2d<f32>;
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(14) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>;
@group(0) @binding(15) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>;
#else
@group(0) @binding(14) var diffuse_environment_map: texture_cube<f32>;
@group(0) @binding(15) var specular_environment_map: texture_cube<f32>;
#endif
@group(0) @binding(16) var environment_map_sampler: sampler;
#ifdef IRRADIANCE_VOLUMES_ARE_USABLE
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(17) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>;
#else
@group(0) @binding(17) var irradiance_volume: texture_3d<f32>;
#endif
@group(0) @binding(18) var irradiance_volume_sampler: sampler;
#endif
// NB: If you change these, make sure to update `tonemapping_shared.wgsl` too.
@group(0) @binding(19) var dt_lut_texture: texture_3d<f32>;
@group(0) @binding(20) var dt_lut_sampler: sampler;
#ifdef MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(21) var depth_prepass_texture: texture_depth_multisampled_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(22) var normal_prepass_texture: texture_multisampled_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(23) var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#else // MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(21) var depth_prepass_texture: texture_depth_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(22) var normal_prepass_texture: texture_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(23) var motion_vector_prepass_texture: texture_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#endif // MULTISAMPLED
#ifdef DEFERRED_PREPASS
@group(0) @binding(24) var deferred_prepass_texture: texture_2d<u32>;
#endif // DEFERRED_PREPASS
@group(0) @binding(25) var view_transmission_texture: texture_2d<f32>;
@group(0) @binding(26) var view_transmission_sampler: sampler;