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https://github.com/bevyengine/bevy
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814f8d1635
# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
48 lines
1.3 KiB
WebGPU Shading Language
48 lines
1.3 KiB
WebGPU Shading Language
#import bevy_sprite::mesh2d_view_bindings
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#import bevy_sprite::mesh2d_bindings
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// NOTE: Bindings must come before functions that use them!
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#import bevy_sprite::mesh2d_functions
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struct Vertex {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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#ifdef VERTEX_TANGENTS
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@location(3) tangent: vec4<f32>,
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#endif
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#ifdef VERTEX_COLORS
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@location(4) color: vec4<f32>,
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#endif
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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#import bevy_sprite::mesh2d_vertex_output
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}
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex.uv;
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out.world_position = mesh2d_position_local_to_world(mesh.model, vec4<f32>(vertex.position, 1.0));
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out.clip_position = mesh2d_position_world_to_clip(out.world_position);
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out.world_normal = mesh2d_normal_local_to_world(vertex.normal);
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh2d_tangent_local_to_world(vertex.tangent);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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return out;
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}
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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#import bevy_sprite::mesh2d_vertex_output
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};
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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}
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