bevy/crates/bevy_sprite/src/mesh2d/mesh2d_bindings.wgsl
Robert Swain cc4062ec43 Split mesh shader files (#4867)
# Objective

- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.

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## Changelog

- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`

## Migration Guide

- In shaders for 3D meshes:
  - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
  - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
    - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
  - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
  - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
    - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
2022-05-31 23:23:25 +00:00

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WebGPU Shading Language

#define_import_path bevy_sprite::mesh2d_bindings
#import bevy_sprite::mesh2d_types
[[group(2), binding(0)]]
var<uniform> mesh: Mesh2d;