bevy/crates/bevy_sprite/src/mesh2d/mesh2d.wgsl
François 814f8d1635 update wgpu to 0.13 (#5168)
# 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
2022-07-14 21:17:16 +00:00

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1.3 KiB
WebGPU Shading Language

#import bevy_sprite::mesh2d_view_bindings
#import bevy_sprite::mesh2d_bindings
// NOTE: Bindings must come before functions that use them!
#import bevy_sprite::mesh2d_functions
struct Vertex {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
#ifdef VERTEX_TANGENTS
@location(3) tangent: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(4) color: vec4<f32>,
#endif
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
#import bevy_sprite::mesh2d_vertex_output
}
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex.uv;
out.world_position = mesh2d_position_local_to_world(mesh.model, vec4<f32>(vertex.position, 1.0));
out.clip_position = mesh2d_position_world_to_clip(out.world_position);
out.world_normal = mesh2d_normal_local_to_world(vertex.normal);
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh2d_tangent_local_to_world(vertex.tangent);
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
return out;
}
struct FragmentInput {
@builtin(front_facing) is_front: bool,
#import bevy_sprite::mesh2d_vertex_output
};
@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
}