bevy/assets/shaders/custom_vertex_attribute.wgsl
Nicola Papale 7163aabf29
Use a single line for of large binding lists (#9849)
# Objective

- When adding/removing bindings in large binding lists, git would
generate very difficult-to-read diffs

## Solution

- Move the `@group(X) @binding(Y)` into the same line as the binding
type declaration
2023-09-19 22:17:44 +00:00

38 lines
975 B
WebGPU Shading Language

#import bevy_pbr::mesh_bindings mesh
#import bevy_pbr::mesh_functions get_model_matrix, mesh_position_local_to_clip
struct CustomMaterial {
color: vec4<f32>,
};
@group(1) @binding(0) var<uniform> material: CustomMaterial;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) blend_color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) blend_color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(
get_model_matrix(vertex.instance_index),
vec4<f32>(vertex.position, 1.0),
);
out.blend_color = vertex.blend_color;
return out;
}
struct FragmentInput {
@location(0) blend_color: vec4<f32>,
};
@fragment
fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
return material.color * input.blend_color;
}