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https://github.com/bevyengine/bevy
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71cf35ce42
# Objective - Use the prepass textures in webgl ## Solution - Bind the prepass textures even when using webgl, but only if msaa is disabled - Also did some refactors to centralize how textures are bound, similar to the EnvironmentMapLight PR - ~~Also did some refactors of the example to make it work in webgl~~ - ~~To make the example work in webgl, I needed to use a sampler for the depth texture, the resulting code looks a bit weird, but it's simple enough and I think it's worth it to show how it works when using webgl~~
29 lines
782 B
WebGPU Shading Language
29 lines
782 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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struct ShowPrepassSettings {
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show_depth: u32,
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show_normals: u32,
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padding_1: u32,
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padding_2: u32,
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}
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@group(1) @binding(0)
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var<uniform> settings: ShowPrepassSettings;
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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 settings.show_depth == 1u {
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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 settings.show_normals == 1u {
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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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}
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return vec4(0.0);
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}
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