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https://github.com/bevyengine/bevy
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2b9c97d203
# Objective A workaround for a webgl issue was introduced in #9383 but one function for mesh2d was missed. ## Solution Applied the migration guide from #9383 in `mesh2d_normal_local_to_world() Note: I'm not using normals so I have not tested the bug & fix
48 lines
1.6 KiB
WebGPU Shading Language
48 lines
1.6 KiB
WebGPU Shading Language
#define_import_path bevy_sprite::mesh2d_functions
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#import bevy_sprite::{
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mesh2d_view_bindings::view,
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mesh2d_bindings::mesh,
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}
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#import bevy_render::{
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instance_index::get_instance_index,
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maths::{affine_to_square, mat2x4_f32_to_mat3x3_unpack},
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}
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fn get_model_matrix(instance_index: u32) -> mat4x4<f32> {
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return affine_to_square(mesh[get_instance_index(instance_index)].model);
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}
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fn mesh2d_position_local_to_world(model: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
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return model * vertex_position;
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}
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fn mesh2d_position_world_to_clip(world_position: vec4<f32>) -> vec4<f32> {
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return view.view_proj * world_position;
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}
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// NOTE: The intermediate world_position assignment is important
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// for precision purposes when using the 'equals' depth comparison
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// function.
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fn mesh2d_position_local_to_clip(model: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
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let world_position = mesh2d_position_local_to_world(model, vertex_position);
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return mesh2d_position_world_to_clip(world_position);
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}
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fn mesh2d_normal_local_to_world(vertex_normal: vec3<f32>, instance_index: u32) -> vec3<f32> {
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return mat2x4_f32_to_mat3x3_unpack(
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mesh[get_instance_index(instance_index)].inverse_transpose_model_a,
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mesh[get_instance_index(instance_index)].inverse_transpose_model_b,
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) * vertex_normal;
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}
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fn mesh2d_tangent_local_to_world(model: mat4x4<f32>, vertex_tangent: vec4<f32>) -> vec4<f32> {
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return vec4<f32>(
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mat3x3<f32>(
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model[0].xyz,
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model[1].xyz,
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model[2].xyz
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) * vertex_tangent.xyz,
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vertex_tangent.w
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);
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}
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