mirror of
https://github.com/bevyengine/bevy
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4bf20e7d27
# Objective - Materials should be a more frequent rebind then meshes (due to being able to use a single vertex buffer, such as in #10164) and therefore should be in a higher bind group. --- ## Changelog - For 2d and 3d mesh/material setups (but not UI materials, or other rendering setups such as gizmos, sprites, or text), mesh data is now in bind group 1, and material data is now in bind group 2, which is swapped from how they were before. ## Migration Guide - Custom 2d and 3d mesh/material shaders should now use bind group 2 `@group(2) @binding(x)` for their bound resources, instead of bind group 1. - Many internal pieces of rendering code have changed so that mesh data is now in bind group 1, and material data is now in bind group 2. Semi-custom rendering setups (that don't use the Material or Material2d APIs) should adapt to these changes.
47 lines
1 KiB
GLSL
47 lines
1 KiB
GLSL
#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(location = 0) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 View;
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mat4 InverseView;
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mat4 Projection;
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vec3 WorldPosition;
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float width;
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float height;
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};
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struct Mesh {
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mat3x4 Model;
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mat4 InverseTransposeModel;
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uint flags;
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};
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#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
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layout(set = 1, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
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#else
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layout(set = 1, binding = 0) readonly buffer _Meshes {
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Mesh Meshes[];
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};
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#endif // PER_OBJECT_BUFFER_BATCH_SIZE
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mat4 affine_to_square(mat3x4 affine) {
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return transpose(mat4(
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affine[0],
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affine[1],
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affine[2],
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vec4(0.0, 0.0, 0.0, 1.0)
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));
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}
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void main() {
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v_Uv = Vertex_Uv;
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gl_Position = ViewProj
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* affine_to_square(Meshes[gl_InstanceIndex].Model)
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* vec4(Vertex_Position, 1.0);
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}
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