bevy/crates/bevy_pbr/src/render/mesh.wgsl
Charles 740ae9a37f remove mandatory mesh attributes (#6127)
# Objective

- It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh.

## Solution

- Don't assume these attributes are present and add a shader defs for each attributes
- I updated 2d and 3d meshes to use the same logic.

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## Changelog

- Meshes don't require any attributes

# Notes
I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
2022-10-10 17:58:15 +00:00

80 lines
1.8 KiB
WebGPU Shading Language

#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
// NOTE: Bindings must come before functions that use them!
#import bevy_pbr::mesh_functions
struct Vertex {
#ifdef VERTEX_POSITIONS
@location(0) position: vec3<f32>,
#endif
#ifdef VERTEX_NORMALS
@location(1) normal: vec3<f32>,
#endif
#ifdef VERTEX_UVS
@location(2) uv: vec2<f32>,
#endif
#ifdef VERTEX_TANGENTS
@location(3) tangent: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(4) color: vec4<f32>,
#endif
#ifdef SKINNED
@location(5) joint_indices: vec4<u32>,
@location(6) joint_weights: vec4<f32>,
#endif
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
#import bevy_pbr::mesh_vertex_output
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
#ifdef VERTEX_NORMALS
#ifdef SKINNED
var model = skin_model(vertex.joint_indices, vertex.joint_weights);
out.world_normal = skin_normals(model, vertex.normal);
#else
var model = mesh.model;
out.world_normal = mesh_normal_local_to_world(vertex.normal);
#endif
#endif
#ifdef VERTEX_POSITIONS
out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
out.clip_position = mesh_position_world_to_clip(out.world_position);
#endif
#ifdef VERTEX_UVS
out.uv = vertex.uv;
#endif
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
return out;
}
struct FragmentInput {
@builtin(front_facing) is_front: bool,
#import bevy_pbr::mesh_vertex_output
};
@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
#ifdef VERTEX_COLORS
return in.color;
#else
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
#endif
}