bevy/assets/shaders/custom_material_screenspace_texture.wgsl
robtfm 503c2a9677 adjust cluster index for viewport origin (#5947)
# Objective

fixes #5946

## Solution

adjust cluster index calculation for viewport origin.

from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index.

- add viewport origin to rust `ExtractedView` and wgsl `View` structs
- subtract from frag coord for cluster index calculation
2022-09-15 21:58:14 +00:00

17 lines
450 B
WebGPU Shading Language

#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::utils
@group(1) @binding(0)
var texture: texture_2d<f32>;
@group(1) @binding(1)
var texture_sampler: sampler;
@fragment
fn fragment(
@builtin(position) position: vec4<f32>,
#import bevy_pbr::mesh_vertex_output
) -> @location(0) vec4<f32> {
let uv = coords_to_viewport_uv(position.xy, view.viewport);
let color = textureSample(texture, texture_sampler, uv);
return color;
}