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another-boids-in-rust/vendor/bevy_sprite/src/mesh2d/mesh2d.wgsl

77 lines
1.7 KiB
WebGPU Shading Language

#import bevy_sprite::{
mesh2d_functions as mesh_functions,
mesh2d_vertex_output::VertexOutput,
mesh2d_view_bindings::view,
}
#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping
#endif
struct Vertex {
@builtin(instance_index) instance_index: u32,
#ifdef VERTEX_POSITIONS
@location(0) position: vec3<f32>,
#endif
#ifdef VERTEX_NORMALS
@location(1) normal: vec3<f32>,
#endif
#ifdef VERTEX_UVS
@location(2) uv: vec2<f32>,
#endif
#ifdef VERTEX_TANGENTS
@location(3) tangent: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(4) color: vec4<f32>,
#endif
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
#ifdef VERTEX_UVS
out.uv = vertex.uv;
#endif
#ifdef VERTEX_POSITIONS
var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
out.world_position = mesh_functions::mesh2d_position_local_to_world(
world_from_local,
vec4<f32>(vertex.position, 1.0)
);
out.position = mesh_functions::mesh2d_position_world_to_clip(out.world_position);
#endif
#ifdef VERTEX_NORMALS
out.world_normal = mesh_functions::mesh2d_normal_local_to_world(vertex.normal, vertex.instance_index);
#endif
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh_functions::mesh2d_tangent_local_to_world(
world_from_local,
vertex.tangent
);
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
return out;
}
@fragment
fn fragment(
in: VertexOutput,
) -> @location(0) vec4<f32> {
#ifdef VERTEX_COLORS
var color = in.color;
#ifdef TONEMAP_IN_SHADER
color = tonemapping::tone_mapping(color, view.color_grading);
#endif
return color;
#else
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
#endif
}