Path: blob/main/crates/bevy_sprite_render/src/mesh2d/mesh2d.wgsl
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#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 }