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https://github.com/bevyengine/bevy
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9a89295a17
# Objective Fixes #3352 Fixes #3208 ## Solution - Update wgpu to 0.12 - Update naga to 0.8 - Resolve compilation errors - Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it) - Replace `elseif` with `else if` in pbr.wgsl
37 lines
No EOL
1,020 B
WebGPU Shading Language
37 lines
No EOL
1,020 B
WebGPU Shading Language
struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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struct VertexOutput {
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[[location(0)]] uv: vec2<f32>;
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[[location(1)]] color: vec4<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>,
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[[location(2)]] vertex_color: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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out.color = vec4<f32>((vec4<u32>(vertex_color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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return out;
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}
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d<f32>;
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[[group(1), binding(1)]]
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var sprite_sampler: sampler;
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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var color = textureSample(sprite_texture, sprite_sampler, in.uv);
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color = in.color * color;
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return color;
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} |