77 lines
1.7 KiB
WebGPU Shading Language
77 lines
1.7 KiB
WebGPU Shading Language
#import bevy_sprite::{
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mesh2d_functions as mesh_functions,
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mesh2d_vertex_output::VertexOutput,
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mesh2d_view_bindings::view,
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}
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#ifdef TONEMAP_IN_SHADER
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#import bevy_core_pipeline::tonemapping
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#endif
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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#ifdef VERTEX_POSITIONS
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@location(0) position: vec3<f32>,
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#endif
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#ifdef VERTEX_NORMALS
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@location(1) normal: vec3<f32>,
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#endif
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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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};
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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 VERTEX_UVS
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_POSITIONS
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var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
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out.world_position = mesh_functions::mesh2d_position_local_to_world(
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world_from_local,
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vec4<f32>(vertex.position, 1.0)
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);
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out.position = mesh_functions::mesh2d_position_world_to_clip(out.world_position);
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#endif
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#ifdef VERTEX_NORMALS
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out.world_normal = mesh_functions::mesh2d_normal_local_to_world(vertex.normal, vertex.instance_index);
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_functions::mesh2d_tangent_local_to_world(
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world_from_local,
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vertex.tangent
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);
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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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return out;
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}
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@fragment
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fn fragment(
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in: VertexOutput,
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) -> @location(0) vec4<f32> {
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#ifdef VERTEX_COLORS
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var color = in.color;
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#ifdef TONEMAP_IN_SHADER
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color = tonemapping::tone_mapping(color, view.color_grading);
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#endif
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return 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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