Path: blob/main/crates/bevy_sprite_render/src/mesh2d/mesh2d_functions.wgsl
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#define_import_path bevy_sprite::mesh2d_functions #import bevy_sprite::{ mesh2d_view_bindings::view, mesh2d_bindings::mesh, } #import bevy_render::maths::{affine3_to_square, mat2x4_f32_to_mat3x3_unpack} fn get_world_from_local(instance_index: u32) -> mat4x4<f32> { return affine3_to_square(mesh[instance_index].world_from_local); } fn mesh2d_position_local_to_world(world_from_local: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> { return world_from_local * vertex_position; } fn mesh2d_position_world_to_clip(world_position: vec4<f32>) -> vec4<f32> { return view.clip_from_world * world_position; } // NOTE: The intermediate world_position assignment is important // for precision purposes when using the 'equals' depth comparison // function. fn mesh2d_position_local_to_clip(world_from_local: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> { let world_position = mesh2d_position_local_to_world(world_from_local, vertex_position); return mesh2d_position_world_to_clip(world_position); } fn mesh2d_normal_local_to_world(vertex_normal: vec3<f32>, instance_index: u32) -> vec3<f32> { return mat2x4_f32_to_mat3x3_unpack( mesh[instance_index].local_from_world_transpose_a, mesh[instance_index].local_from_world_transpose_b, ) * vertex_normal; } fn mesh2d_tangent_local_to_world(world_from_local: mat4x4<f32>, vertex_tangent: vec4<f32>) -> vec4<f32> { return vec4<f32>( mat3x3<f32>( world_from_local[0].xyz, world_from_local[1].xyz, world_from_local[2].xyz ) * vertex_tangent.xyz, vertex_tangent.w ); } fn get_tag(instance_index: u32) -> u32 { return mesh[instance_index].tag; }