Vendor dependencies for 0.3.0 release

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2025-09-27 10:29:08 -05:00
parent 0c8d39d483
commit 82ab7f317b
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vendor/bevy_pbr/src/render/morph.wgsl vendored Normal file
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#define_import_path bevy_pbr::morph
#ifdef MORPH_TARGETS
#import bevy_pbr::mesh_types::MorphWeights;
@group(1) @binding(2) var<uniform> morph_weights: MorphWeights;
@group(1) @binding(3) var morph_targets: texture_3d<f32>;
@group(1) @binding(7) var<uniform> prev_morph_weights: MorphWeights;
// NOTE: Those are the "hardcoded" values found in `MorphAttributes` struct
// in crates/bevy_render/src/mesh/morph/visitors.rs
// In an ideal world, the offsets are established dynamically and passed as #defines
// to the shader, but it's out of scope for the initial implementation of morph targets.
const position_offset: u32 = 0u;
const normal_offset: u32 = 3u;
const tangent_offset: u32 = 6u;
const total_component_count: u32 = 9u;
fn layer_count() -> u32 {
let dimensions = textureDimensions(morph_targets);
return u32(dimensions.z);
}
fn component_texture_coord(vertex_index: u32, component_offset: u32) -> vec2<u32> {
let width = u32(textureDimensions(morph_targets).x);
let component_index = total_component_count * vertex_index + component_offset;
return vec2<u32>(component_index % width, component_index / width);
}
fn weight_at(weight_index: u32) -> f32 {
let i = weight_index;
return morph_weights.weights[i / 4u][i % 4u];
}
fn prev_weight_at(weight_index: u32) -> f32 {
let i = weight_index;
return prev_morph_weights.weights[i / 4u][i % 4u];
}
fn morph_pixel(vertex: u32, component: u32, weight: u32) -> f32 {
let coord = component_texture_coord(vertex, component);
// Due to https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
// While the texture stores a f32, the textureLoad returns a vec4<>, where
// only the first component is set.
return textureLoad(morph_targets, vec3(coord, weight), 0).r;
}
fn morph(vertex_index: u32, component_offset: u32, weight_index: u32) -> vec3<f32> {
return vec3<f32>(
morph_pixel(vertex_index, component_offset, weight_index),
morph_pixel(vertex_index, component_offset + 1u, weight_index),
morph_pixel(vertex_index, component_offset + 2u, weight_index),
);
}
#endif // MORPH_TARGETS