bevy/assets/shaders/animate_shader.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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2 KiB
WebGPU Shading Language

#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings
@group(1) @binding(0)
var<uniform> mesh: Mesh;
// NOTE: Bindings must come before functions that use them!
#import bevy_pbr::mesh_functions
struct Vertex {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(mesh.model, vec4<f32>(vertex.position, 1.0));
out.uv = vertex.uv;
return out;
}
struct Time {
time_since_startup: f32,
};
@group(2) @binding(0)
var<uniform> time: Time;
fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> {
let L = c.x;
let a = c.y;
let b = c.z;
let l_ = L + 0.3963377774 * a + 0.2158037573 * b;
let m_ = L - 0.1055613458 * a - 0.0638541728 * b;
let s_ = L - 0.0894841775 * a - 1.2914855480 * b;
let l = l_*l_*l_;
let m = m_*m_*m_;
let s = s_*s_*s_;
return vec3<f32>(
4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
);
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let speed = 2.0;
let t_1 = sin(time.time_since_startup * speed) * 0.5 + 0.5;
let t_2 = cos(time.time_since_startup * speed);
let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4;
// blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/
let red = vec3<f32>(0.627955, 0.224863, 0.125846);
let green = vec3<f32>(0.86644, -0.233887, 0.179498);
let blue = vec3<f32>(0.701674, 0.274566, -0.169156);
let white = vec3<f32>(1.0, 0.0, 0.0);
let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center);
return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0);
}