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