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authorSébastien Crozet <developer@crozet.re>2022-05-31 10:22:28 +0200
committerGitHub <noreply@github.com>2022-05-31 10:22:28 +0200
commitfb1bfc762c89cd8c5bd745a82998c1662a1bf196 (patch)
tree0ece4f99d458f47f1408c78f79b85345036d3671 /src_testbed/lines/debuglines.wgsl
parentc630635e57624385123b4a0fb658018bc6fdba91 (diff)
parent0640f5e660aef579a9e6b134b7066e9bcae32b8b (diff)
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Merge pull request #334 from dimforge/fixes
Some CCD and debug-render improvements
Diffstat (limited to 'src_testbed/lines/debuglines.wgsl')
-rw-r--r--src_testbed/lines/debuglines.wgsl8
1 files changed, 6 insertions, 2 deletions
diff --git a/src_testbed/lines/debuglines.wgsl b/src_testbed/lines/debuglines.wgsl
index 0987839..364d9ac 100644
--- a/src_testbed/lines/debuglines.wgsl
+++ b/src_testbed/lines/debuglines.wgsl
@@ -25,9 +25,13 @@ struct FragmentOutput {
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.clip_position = view.view_proj * vec4<f32>(vertex.pos, 1.0);
- //out.color = vertex.color;
// https://github.com/bevyengine/bevy/blob/328c26d02c50de0bc77f0d24a376f43ba89517b1/examples/2d/mesh2d_manual.rs#L234
- out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(8u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
+ // ... 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;
}