68 lines
1.6 KiB
WebGPU Shading Language
68 lines
1.6 KiB
WebGPU Shading Language
#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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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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@location(1) normal: vec3<f32>,
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#ifdef VERTEX_UVS
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@location(2) uv: vec2<f32>,
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#endif
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#ifdef VERTEX_TANGENTS
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@location(3) tangent: vec4<f32>,
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#endif
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#ifdef VERTEX_COLORS
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@location(4) color: vec4<f32>,
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#endif
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#ifdef SKINNED
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@location(5) joint_indices: vec4<u32>,
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@location(6) 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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#import bevy_pbr::mesh_vertex_output
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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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#ifdef SKINNED
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var model = skin_model(vertex.joint_indices, vertex.joint_weights);
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out.world_normal = skin_normals(model, vertex.normal);
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#else
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var model = mesh.model;
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out.world_normal = mesh_normal_local_to_world(vertex.normal);
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#endif
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out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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#ifdef VERTEX_UVS
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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out.clip_position = mesh_position_world_to_clip(out.world_position);
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return out;
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}
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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#import bevy_pbr::mesh_vertex_output
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};
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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#ifdef VERTEX_COLORS
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return in.color;
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#else
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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#endif
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}
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