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# Objective - The functions added to utils.wgsl by the prepass assume that mesh_view_bindings are present, which isn't always the case - Fixes https://github.com/bevyengine/bevy/issues/7353 ## Solution - Move these functions to their own `prepass_utils.wgsl` file Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
26 lines
728 B
WebGPU Shading Language
26 lines
728 B
WebGPU Shading Language
#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::prepass_utils
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@group(1) @binding(0)
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var<uniform> show_depth: f32;
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@group(1) @binding(1)
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var<uniform> show_normal: f32;
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@fragment
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fn fragment(
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@builtin(position) frag_coord: vec4<f32>,
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@builtin(sample_index) sample_index: u32,
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#import bevy_pbr::mesh_vertex_output
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) -> @location(0) vec4<f32> {
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if show_depth == 1.0 {
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let depth = prepass_depth(frag_coord, sample_index);
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return vec4(depth, depth, depth, 1.0);
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} else if show_normal == 1.0 {
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let normal = prepass_normal(frag_coord, sample_index);
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return vec4(normal, 1.0);
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} else {
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// transparent
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return vec4(0.0);
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}
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}
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