From 23a7ed5beba12161d67184cdf7e63caa86be45eb Mon Sep 17 00:00:00 2001 From: Sébastien Crozet Date: Sun, 29 Oct 2023 18:59:47 +0100 Subject: Fix crashes on MacOS --- src_testbed/lines/debuglines.wgsl | 53 --------------------------------------- 1 file changed, 53 deletions(-) delete mode 100644 src_testbed/lines/debuglines.wgsl (limited to 'src_testbed/lines/debuglines.wgsl') 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; - [[location(1)]] color: u32; -}; - -struct VertexOutput { - [[builtin(position)]] clip_position: vec4; - [[location(0)]] color: vec4; -}; - -struct FragmentOutput { - [[builtin(frag_depth)]] depth: f32; - [[location(0)]] color: vec4; -}; - -[[stage(vertex)]] -fn vertex(vertex: Vertex) -> VertexOutput { - var out: VertexOutput; - out.clip_position = view.view_proj * vec4(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(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; -} -- cgit