bevy/assets/shaders/custom_material.vert
Robert Swain 3c6fad269b
Fix shader_material_glsl example after #9254 (#9311)
# Objective

- Fix shader_material_glsl example

## Solution

- Expose the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through the
default `MeshPipeline` specialization.
- Make use of it in the `custom_material.vert` shader to access the mesh
binding.

---

## Changelog

- Added: Exposed the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through
the default `MeshPipeline` specialization to use in custom shaders not
using bevy_pbr::mesh_bindings that still want to use the mesh binding in
some way.
2023-07-31 13:14:40 +00:00

38 lines
862 B
GLSL

#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
mat4 View;
mat4 InverseView;
mat4 Projection;
vec3 WorldPosition;
float width;
float height;
};
struct Mesh {
mat4 Model;
mat4 InverseTransposeModel;
uint flags;
};
#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
layout(set = 2, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
#else
layout(set = 2, binding = 0) readonly buffer _Meshes {
Mesh Meshes[];
};
#endif // PER_OBJECT_BUFFER_BATCH_SIZE
void main() {
v_Uv = Vertex_Uv;
gl_Position = ViewProj
* Meshes[gl_BaseInstance + gl_InstanceIndex].Model
* vec4(Vertex_Position, 1.0);
}