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WebGPU Shading Language

#import bevy_pbr::mesh_view_types
#import bevy_pbr::mesh_types
@group(0) @binding(0)
var<uniform> view: View;
@group(1) @binding(0)
var<uniform> mesh: Mesh;
#ifdef SKINNED
@group(1) @binding(1)
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif
// NOTE: Bindings must come before functions that use them!
#import bevy_pbr::mesh_functions
struct Vertex {
@location(0) position: vec3<f32>,
#ifdef SKINNED
@location(4) joint_indices: vec4<u32>,
@location(5) joint_weights: vec4<f32>,
#endif
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
let model = skin_model(vertex.joint_indices, vertex.joint_weights);
#else
let model = mesh.model;
#endif
var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
return out;
}