bevy/crates/bevy_pbr/src/render/utils.wgsl
IceSentry 3c63c0dab7 Move prepass functions to prepass_utils (#7354)
# 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>
2023-01-24 20:36:40 +00:00

27 lines
854 B
WebGPU Shading Language

#define_import_path bevy_pbr::utils
let PI: f32 = 3.141592653589793;
fn hsv2rgb(hue: f32, saturation: f32, value: f32) -> vec3<f32> {
let rgb = clamp(
abs(
((hue * 6.0 + vec3<f32>(0.0, 4.0, 2.0)) % 6.0) - 3.0
) - 1.0,
vec3<f32>(0.0),
vec3<f32>(1.0)
);
return value * mix(vec3<f32>(1.0), rgb, vec3<f32>(saturation));
}
fn random1D(s: f32) -> f32 {
return fract(sin(s * 12.9898) * 43758.5453123);
}
// returns the (0-1, 0-1) position within the given viewport for the current buffer coords .
// buffer coords can be obtained from `@builtin(position).xy`.
// the view uniform struct contains the current camera viewport in `view.viewport`.
// topleft = 0,0
fn coords_to_viewport_uv(position: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {
return (position - viewport.xy) / viewport.zw;
}