bevy/assets/shaders/texture_binding_array.wgsl
研究社交 6b38863313 Request WGPU Capabilities for Non-uniform Indexing (#6995)
# Objective

Fixes #6952 

## Solution

- Request WGPU capabilities `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, `SAMPLER_NON_UNIFORM_INDEXING` and `UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING` when corresponding features are enabled.
- Add an example (`shaders/texture_binding_array`) illustrating (and testing) the use of non-uniform indexed textures and samplers.

![image](https://user-images.githubusercontent.com/16053640/209448310-defa4eae-6bcb-460d-9b3d-a3d2fad4316c.png)

## Changelog

- Added new capabilities for shader validation.
- Added example `shaders/texture_binding_array`.
2023-01-26 13:18:15 +00:00

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WebGPU Shading Language

@group(1) @binding(0)
var textures: binding_array<texture_2d<f32>>;
@group(1) @binding(1)
var samplers: binding_array<sampler>;
@fragment
fn fragment(
#import bevy_pbr::mesh_vertex_output
) -> @location(0) vec4<f32> {
// Select the texture to sample from using non-uniform uv coordinates
let coords = clamp(vec2<u32>(uv * 4.0), vec2<u32>(0u), vec2<u32>(3u));
let index = coords.y * 4u + coords.x;
let inner_uv = fract(uv * 4.0);
return textureSample(textures[index], samplers[index], inner_uv);
}