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503c2a9677
# Objective fixes #5946 ## Solution adjust cluster index calculation for viewport origin. from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index. - add viewport origin to rust `ExtractedView` and wgsl `View` structs - subtract from frag coord for cluster index calculation
17 lines
450 B
WebGPU Shading Language
17 lines
450 B
WebGPU Shading Language
#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::utils
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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@group(1) @binding(1)
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var texture_sampler: sampler;
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@fragment
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fn fragment(
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@builtin(position) position: vec4<f32>,
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#import bevy_pbr::mesh_vertex_output
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) -> @location(0) vec4<f32> {
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let uv = coords_to_viewport_uv(position.xy, view.viewport);
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let color = textureSample(texture, texture_sampler, uv);
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return color;
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}
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