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| author | Sébastien Crozet <developer@crozet.re> | 2023-11-04 18:32:55 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-11-04 18:32:55 +0100 |
| commit | e9ea2ca10b3058a6ac2d7f4b79d351ef18ad3c06 (patch) | |
| tree | 8a64ad550e9b99158bdbb26a260e9ab27ffd4be6 /src_testbed/lines/debuglines.wgsl | |
| parent | dbc540d788a3c46d85e07d47e7028d67aab04dbf (diff) | |
| parent | 1886c6f362139d780596baa6a0d6208a2c49212f (diff) | |
| download | rapier-e9ea2ca10b3058a6ac2d7f4b79d351ef18ad3c06.tar.gz rapier-e9ea2ca10b3058a6ac2d7f4b79d351ef18ad3c06.tar.bz2 rapier-e9ea2ca10b3058a6ac2d7f4b79d351ef18ad3c06.zip | |
Merge pull request #540 from johnny-smitherson/bevy-0.11
update bevy 0.11 - fix compile errors
Diffstat (limited to 'src_testbed/lines/debuglines.wgsl')
| -rw-r--r-- | src_testbed/lines/debuglines.wgsl | 53 |
1 files changed, 0 insertions, 53 deletions
diff --git a/src_testbed/lines/debuglines.wgsl b/src_testbed/lines/debuglines.wgsl deleted file mode 100644 index 364d9ac..0000000 --- a/src_testbed/lines/debuglines.wgsl +++ /dev/null @@ -1,53 +0,0 @@ -// This should work, but it's bugged right now so we have to use 2 shaders: https://github.com/bevyengine/bevy/issues/4011 -#ifdef LINES_3D - #import bevy_pbr::mesh_view_bind_group - //#import bevy_pbr::mesh_struct -#else - //#import bevy_sprite::mesh2d_view_bind_group -#endif - -struct Vertex { - [[location(0)]] pos: vec3<f32>; - [[location(1)]] color: u32; -}; - -struct VertexOutput { - [[builtin(position)]] clip_position: vec4<f32>; - [[location(0)]] color: vec4<f32>; -}; - -struct FragmentOutput { - [[builtin(frag_depth)]] depth: f32; - [[location(0)]] color: vec4<f32>; -}; - -[[stage(vertex)]] -fn vertex(vertex: Vertex) -> VertexOutput { - var out: VertexOutput; - out.clip_position = view.view_proj * vec4<f32>(vertex.pos, 1.0); - // https://github.com/bevyengine/bevy/blob/328c26d02c50de0bc77f0d24a376f43ba89517b1/examples/2d/mesh2d_manual.rs#L234 - // ... except the above doesn't seem to work in 3d. Not sure what's going on there. - var r = f32(vertex.color & 255u) / 255.0; - var g = f32(vertex.color >> 8u & 255u) / 255.0; - var b = f32(vertex.color >> 16u & 255u) / 255.0; - var a = f32(vertex.color >> 24u & 255u) / 255.0; - out.color = vec4<f32>(r, g, b, a); - - return out; -} - -[[stage(fragment)]] -fn fragment(in: VertexOutput) -> FragmentOutput { - var out: FragmentOutput; - -// This should be #ifdef DEPTH_TEST_ENABLED && LINES_3D, but the -// preprocessor doesn't support that yet. -// Luckily, DEPTH_TEST_ENABLED isn't set in 2d anyway. -#ifdef DEPTH_TEST_ENABLED - out.depth = in.clip_position.z; -#else - out.depth = 1.0; -#endif - out.color = in.color; - return out; -} |
