bevy/assets/shaders/show_prepass.wgsl
François 27e1cf92ad
shader_prepass example: disable MSAA for maximum compatibility (#8504)
# Objective


Since #8446, example `shader_prepass` logs the following error on my mac
m1:
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: Entry point fragment at Fragment is invalid
 = Argument 1 varying error
 = Capability MULTISAMPLED_SHADING is not supported
```
The example display the 3d scene but doesn't change with the preps
selected

Maybe related to this update in naga:
cc3a8ac737

## Solution

- Disable MSAA in the example, and check if it's enabled in the shader
2023-05-29 15:25:32 +00:00

38 lines
1.1 KiB
WebGPU Shading Language

#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::prepass_utils
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
show_motion_vectors: u32,
padding_1: u32,
padding_2: u32,
}
@group(1) @binding(0)
var<uniform> settings: ShowPrepassSettings;
@fragment
fn fragment(
@builtin(position) frag_coord: vec4<f32>,
#ifdef MULTISAMPLED
@builtin(sample_index) sample_index: u32,
#endif
#import bevy_pbr::mesh_vertex_output
) -> @location(0) vec4<f32> {
#ifndef MULTISAMPLED
let sample_index = 0u;
#endif
if settings.show_depth == 1u {
let depth = prepass_depth(frag_coord, sample_index);
return vec4(depth, depth, depth, 1.0);
} else if settings.show_normals == 1u {
let normal = prepass_normal(frag_coord, sample_index);
return vec4(normal, 1.0);
} else if settings.show_motion_vectors == 1u {
let motion_vector = prepass_motion_vector(frag_coord, sample_index);
return vec4(motion_vector / globals.delta_time, 0.0, 1.0);
}
return vec4(0.0);
}