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use custom vertex shader
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IceSentry committed Jan 15, 2023
1 parent f3e8ae6 commit f3ef677
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Showing 2 changed files with 45 additions and 3 deletions.
44 changes: 41 additions & 3 deletions crates/bevy_pbr/src/render/wireframe.wgsl
Original file line number Diff line number Diff line change
@@ -1,6 +1,44 @@
#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings

@group(2) @binding(0)
var<uniform> mesh: Mesh;

#ifdef SKINNED
@group(2) @binding(1)
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif

// NOTE: Bindings must come before functions that use them!
#import bevy_pbr::mesh_functions

struct Vertex {
@location(0) position: vec3<f32>,
#ifdef SKINNED
@location(4) joint_indexes: vec4<u32>,
@location(5) joint_weights: vec4<f32>,
#endif
};

struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};

@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
#else
let model = mesh.model;
#endif

var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
return out;
}

@fragment
fn fragment(
#import bevy_pbr::mesh_vertex_output
) -> @location(0) vec4<f32> {
fn fragment() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
4 changes: 4 additions & 0 deletions crates/bevy_pbr/src/wireframe.rs
Original file line number Diff line number Diff line change
Expand Up @@ -110,6 +110,10 @@ fn apply_global(
struct WireframeMaterial {}

impl Material for WireframeMaterial {
fn vertex_shader() -> ShaderRef {
WIREFRAME_SHADER_HANDLE.typed().into()
}

fn fragment_shader() -> ShaderRef {
WIREFRAME_SHADER_HANDLE.typed().into()
}
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