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// 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);
//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;
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;
}
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