Vendor dependencies for 0.3.0 release

This commit is contained in:
2025-09-27 10:29:08 -05:00
parent 0c8d39d483
commit 82ab7f317b
26803 changed files with 16134934 additions and 0 deletions

1068
vendor/bevy_sprite/src/render/mod.rs vendored Normal file

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#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping
#endif
#import bevy_render::{
maths::affine3_to_square,
view::View,
}
#import bevy_sprite::sprite_view_bindings::view
struct VertexInput {
@builtin(vertex_index) index: u32,
// NOTE: Instance-rate vertex buffer members prefixed with i_
// NOTE: i_model_transpose_colN are the 3 columns of a 3x4 matrix that is the transpose of the
// affine 4x3 model matrix.
@location(0) i_model_transpose_col0: vec4<f32>,
@location(1) i_model_transpose_col1: vec4<f32>,
@location(2) i_model_transpose_col2: vec4<f32>,
@location(3) i_color: vec4<f32>,
@location(4) i_uv_offset_scale: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) @interpolate(flat) color: vec4<f32>,
};
@vertex
fn vertex(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let vertex_position = vec3<f32>(
f32(in.index & 0x1u),
f32((in.index & 0x2u) >> 1u),
0.0
);
out.clip_position = view.clip_from_world * affine3_to_square(mat3x4<f32>(
in.i_model_transpose_col0,
in.i_model_transpose_col1,
in.i_model_transpose_col2,
)) * vec4<f32>(vertex_position, 1.0);
out.uv = vec2<f32>(vertex_position.xy) * in.i_uv_offset_scale.zw + in.i_uv_offset_scale.xy;
out.color = in.i_color;
return out;
}
@group(1) @binding(0) var sprite_texture: texture_2d<f32>;
@group(1) @binding(1) var sprite_sampler: sampler;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
var color = in.color * textureSample(sprite_texture, sprite_sampler, in.uv);
#ifdef TONEMAP_IN_SHADER
color = tonemapping::tone_mapping(color, view.color_grading);
#endif
return color;
}

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#define_import_path bevy_sprite::sprite_view_bindings
#import bevy_render::view::View
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var dt_lut_texture: texture_3d<f32>;
@group(0) @binding(2) var dt_lut_sampler: sampler;