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503c2a9677
# Objective fixes #5946 ## Solution adjust cluster index calculation for viewport origin. from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index. - add viewport origin to rust `ExtractedView` and wgsl `View` structs - subtract from frag coord for cluster index calculation
28 lines
871 B
WebGPU Shading Language
28 lines
871 B
WebGPU Shading Language
#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::utils
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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@group(1) @binding(1)
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var our_sampler: sampler;
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@fragment
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fn fragment(
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@builtin(position) position: vec4<f32>,
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#import bevy_sprite::mesh2d_vertex_output
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) -> @location(0) vec4<f32> {
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// Get screen position with coordinates from 0 to 1
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let uv = coords_to_viewport_uv(position.xy, view.viewport);
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let offset_strength = 0.02;
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// Sample each color channel with an arbitrary shift
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var output_color = vec4<f32>(
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textureSample(texture, our_sampler, uv + vec2<f32>(offset_strength, -offset_strength)).r,
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textureSample(texture, our_sampler, uv + vec2<f32>(-offset_strength, 0.0)).g,
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textureSample(texture, our_sampler, uv + vec2<f32>(0.0, offset_strength)).b,
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1.0
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);
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return output_color;
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}
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