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e6ec2c181d
Use a shader def for the material bind group index to make it easier for when we want to switch back to group 2 in the future without breaking everyone again. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: atlv <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
43 lines
1.3 KiB
WebGPU Shading Language
43 lines
1.3 KiB
WebGPU Shading Language
#import bevy_pbr::{
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mesh_functions,
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view_transformations::position_world_to_clip
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}
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@group(#{MATERIAL_BIND_GROUP}) @binding(0) var texture: texture_2d<f32>;
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@group(#{MATERIAL_BIND_GROUP}) @binding(1) var texture_sampler: sampler;
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<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) world_position: vec4<f32>,
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@location(1) color: vec4<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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// Lookup the tag for the given mesh
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let tag = mesh_functions::get_tag(vertex.instance_index);
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var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
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out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
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out.clip_position = position_world_to_clip(out.world_position.xyz);
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let tex_dim = textureDimensions(texture);
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// Find the texel coordinate as derived from the tag
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let texel_coord = vec2<u32>(tag % tex_dim.x, tag / tex_dim.x);
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out.color = textureLoad(texture, texel_coord, 0);
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return out;
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}
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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return mesh.color;
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} |