bevy/crates/bevy_ui/src/render/ui.wgsl
Vabka 9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# 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
2021-12-19 03:03:06 +00:00

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WebGPU Shading Language

struct View {
view_proj: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;
struct VertexOutput {
[[location(0)]] uv: vec2<f32>;
[[location(1)]] color: vec4<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(
[[location(0)]] vertex_position: vec3<f32>,
[[location(1)]] vertex_uv: vec2<f32>,
[[location(2)]] vertex_color: u32,
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
out.color = vec4<f32>((vec4<u32>(vertex_color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
return out;
}
[[group(1), binding(0)]]
var sprite_texture: texture_2d<f32>;
[[group(1), binding(1)]]
var sprite_sampler: sampler;
[[stage(fragment)]]
fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
var color = textureSample(sprite_texture, sprite_sampler, in.uv);
color = in.color * color;
return color;
}