mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
bfcb19a871
# Objective - A lot of mid-level rendering apis are hard to figure out because they don't have any examples - SpecializedMeshPipeline can be really useful in some cases when you want more flexibility than a Material without having to go to low level apis. ## Solution - Add an example showing how to make a custom `SpecializedMeshPipeline`. ## Testing - Did you test these changes? If so, how? - Are there any parts that need more testing? - How can other people (reviewers) test your changes? Is there anything specific they need to know? - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? --- ## Showcase The examples just spawns 3 triangles in a triangle pattern. ![image](https://github.com/user-attachments/assets/c3098758-94c4-4775-95e5-1d7c7fb9eb86) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
48 lines
No EOL
1.7 KiB
WebGPU Shading Language
48 lines
No EOL
1.7 KiB
WebGPU Shading Language
//! Very simple shader used to demonstrate how to get the world position and pass data
|
|
//! between the vertex and fragment shader. Also shows the custom vertex layout.
|
|
|
|
// First we import everything we need from bevy_pbr
|
|
// A 2d shader would be vevry similar but import from bevy_sprite instead
|
|
#import bevy_pbr::{
|
|
mesh_functions,
|
|
view_transformations::position_world_to_clip
|
|
}
|
|
|
|
struct Vertex {
|
|
// This is needed if you are using batching and/or gpu preprocessing
|
|
// It's a built in so you don't need to define it in the vertex layout
|
|
@builtin(instance_index) instance_index: u32,
|
|
// Like we defined for the vertex layout
|
|
// position is at location 0
|
|
@location(0) position: vec3<f32>,
|
|
// and color at location 1
|
|
@location(1) color: vec4<f32>,
|
|
};
|
|
|
|
// This is the output of the vertex shader and we also use it as the input for the fragment shader
|
|
struct VertexOutput {
|
|
@builtin(position) clip_position: vec4<f32>,
|
|
@location(0) world_position: vec4<f32>,
|
|
@location(1) color: vec3<f32>,
|
|
};
|
|
|
|
@vertex
|
|
fn vertex(vertex: Vertex) -> VertexOutput {
|
|
var out: VertexOutput;
|
|
// This is how bevy computes the world position
|
|
// The vertex.instance_index is very important. Esepecially if you are using batching and gpu preprocessing
|
|
var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
|
|
out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
|
|
out.clip_position = position_world_to_clip(out.world_position.xyz);
|
|
|
|
// We just use the raw vertex color
|
|
out.color = vertex.color.rgb;
|
|
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
|
|
// output the color directly
|
|
return vec4(in.color, 1.0);
|
|
} |