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based on #3031 Adds some examples showing of how to use the new pipelined rendering for custom shaders. - a minimal shader example which doesn't use render assets - the same but using glsl - an example showing how to render instanced data - a shader which uses the seconds since startup to animate some textures Instancing shader:  Animated shader:  (the gif makes it look a bit ugly) Co-authored-by: Carter Anderson <mcanders1@gmail.com>
35 lines
907 B
WebGPU Shading Language
35 lines
907 B
WebGPU Shading Language
#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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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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[[location(3)]] i_pos_scale: vec4<f32>;
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[[location(4)]] i_color: vec4<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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let position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz;
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let world_position = mesh.model * vec4<f32>(position, 1.0);
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var out: VertexOutput;
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out.clip_position = view.view_proj * world_position;
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out.color = vertex.i_color;
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return out;
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return in.color;
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}
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