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add some more pipelined-rendering shader examples (#3041)
based on #3031 Adds some examples showing of how to use the new pipelined rendering for custom shaders. - a minimal shader example which doesn't use render assets - the same but using glsl - an example showing how to render instanced data - a shader which uses the seconds since startup to animate some textures Instancing shader: ![grafik](https://user-images.githubusercontent.com/22177966/139299294-e176b62a-53d1-4287-9a66-02fb55affc02.png) Animated shader: ![animate_shader](https://user-images.githubusercontent.com/22177966/139299718-2940c0f3-8480-4ee0-98d7-b6ba40dc1472.gif) (the gif makes it look a bit ugly) Co-authored-by: Carter Anderson <[email protected]>
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#import bevy_pbr::mesh_view_bind_group | ||
#import bevy_pbr::mesh_struct | ||
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[[group(1), binding(0)]] | ||
var<uniform> mesh: Mesh; | ||
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struct Vertex { | ||
[[location(0)]] position: vec3<f32>; | ||
[[location(1)]] normal: vec3<f32>; | ||
[[location(2)]] uv: vec2<f32>; | ||
}; | ||
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struct VertexOutput { | ||
[[builtin(position)]] clip_position: vec4<f32>; | ||
[[location(0)]] uv: vec2<f32>; | ||
}; | ||
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[[stage(vertex)]] | ||
fn vertex(vertex: Vertex) -> VertexOutput { | ||
let world_position = mesh.model * vec4<f32>(vertex.position, 1.0); | ||
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var out: VertexOutput; | ||
out.clip_position = view.view_proj * world_position; | ||
out.uv = vertex.uv; | ||
return out; | ||
} | ||
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struct Time { | ||
time_since_startup: f32; | ||
}; | ||
[[group(2), binding(0)]] | ||
var<uniform> time: Time; | ||
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fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> { | ||
let L = c.x; | ||
let a = c.y; | ||
let b = c.z; | ||
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let l_ = L + 0.3963377774 * a + 0.2158037573 * b; | ||
let m_ = L - 0.1055613458 * a - 0.0638541728 * b; | ||
let s_ = L - 0.0894841775 * a - 1.2914855480 * b; | ||
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let l = l_*l_*l_; | ||
let m = m_*m_*m_; | ||
let s = s_*s_*s_; | ||
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return vec3<f32>( | ||
4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, | ||
-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, | ||
-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s, | ||
); | ||
} | ||
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[[stage(fragment)]] | ||
fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> { | ||
let speed = 2.0; | ||
let t_1 = sin(time.time_since_startup * speed) * 0.5 + 0.5; | ||
let t_2 = cos(time.time_since_startup * speed); | ||
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let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4; | ||
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// blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/ | ||
let red = vec3<f32>(0.627955, 0.224863, 0.125846); | ||
let green = vec3<f32>(0.86644, -0.233887, 0.179498); | ||
let blue = vec3<f32>(0.701674, 0.274566, -0.169156); | ||
let white = vec3<f32>(1.0, 0.0, 0.0); | ||
let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center); | ||
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return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0); | ||
} |
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#version 450 | ||
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layout(location = 0) out vec4 o_Target; | ||
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layout(set = 1, binding = 0) uniform CustomMaterial { | ||
vec4 Color; | ||
}; | ||
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void main() { | ||
o_Target = Color; | ||
} |
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#version 450 | ||
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layout(location = 0) in vec3 Vertex_Position; | ||
layout(location = 1) in vec3 Vertex_Normal; | ||
layout(location = 2) in vec2 Vertex_Uv; | ||
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layout(set = 0, binding = 0) uniform CameraViewProj { | ||
mat4 ViewProj; | ||
mat4 InverseView; | ||
mat4 Projection; | ||
vec3 WorldPosition; | ||
float near; | ||
float far; | ||
float width; | ||
float height; | ||
}; | ||
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layout(set = 2, binding = 0) uniform Mesh { | ||
mat4 Model; | ||
mat4 InverseTransposeModel; | ||
uint flags; | ||
}; | ||
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void main() { | ||
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0); | ||
} |
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[[group(0), binding(0)]] | ||
var texture: texture_storage_2d<rgba8unorm, read_write>; | ||
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fn hash(value: u32) -> u32 { | ||
var state = value; | ||
state = state ^ 2747636419u; | ||
state = state * 2654435769u; | ||
state = state ^ state >> 16u; | ||
state = state * 2654435769u; | ||
state = state ^ state >> 16u; | ||
state = state * 2654435769u; | ||
return state; | ||
} | ||
fn randomFloat(value: u32) -> f32 { | ||
return f32(hash(value)) / 4294967295.0; | ||
} | ||
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[[stage(compute), workgroup_size(8, 8, 1)]] | ||
fn init([[builtin(global_invocation_id)]] invocation_id: vec3<u32>, [[builtin(num_workgroups)]] num_workgroups: vec3<u32>) { | ||
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y)); | ||
let location_f32 = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y)); | ||
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let randomNumber = randomFloat(invocation_id.y * num_workgroups.x + invocation_id.x); | ||
let alive = randomNumber > 0.9; | ||
let color = vec4<f32>(f32(alive)); | ||
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textureStore(texture, location, color); | ||
} | ||
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fn get(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 { | ||
let value: vec4<f32> = textureLoad(texture, location + vec2<i32>(offset_x, offset_y)); | ||
return i32(value.x); | ||
} | ||
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fn count_alive(location: vec2<i32>) -> i32 { | ||
return get(location, -1, -1) + | ||
get(location, -1, 0) + | ||
get(location, -1, 1) + | ||
get(location, 0, -1) + | ||
get(location, 0, 1) + | ||
get(location, 1, -1) + | ||
get(location, 1, 0) + | ||
get(location, 1, 1); | ||
} | ||
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[[stage(compute), workgroup_size(8, 8, 1)]] | ||
fn update([[builtin(global_invocation_id)]] invocation_id: vec3<u32>) { | ||
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y)); | ||
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let n_alive = count_alive(location); | ||
let color = vec4<f32>(f32(n_alive) / 8.0); | ||
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var alive: bool; | ||
if (n_alive == 3) { | ||
alive = true; | ||
} else if (n_alive == 2) { | ||
let currently_alive = get(location, 0, 0); | ||
alive = bool(currently_alive); | ||
} else { | ||
alive = false; | ||
} | ||
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storageBarrier(); | ||
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textureStore(texture, location, vec4<f32>(f32(alive))); | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,35 @@ | ||
#import bevy_pbr::mesh_view_bind_group | ||
#import bevy_pbr::mesh_struct | ||
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[[group(1), binding(0)]] | ||
var<uniform> mesh: Mesh; | ||
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struct Vertex { | ||
[[location(0)]] position: vec3<f32>; | ||
[[location(1)]] normal: vec3<f32>; | ||
[[location(2)]] uv: vec2<f32>; | ||
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[[location(3)]] i_pos_scale: vec4<f32>; | ||
[[location(4)]] i_color: vec4<f32>; | ||
}; | ||
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struct VertexOutput { | ||
[[builtin(position)]] clip_position: vec4<f32>; | ||
[[location(0)]] color: vec4<f32>; | ||
}; | ||
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[[stage(vertex)]] | ||
fn vertex(vertex: Vertex) -> VertexOutput { | ||
let position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz; | ||
let world_position = mesh.model * vec4<f32>(position, 1.0); | ||
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var out: VertexOutput; | ||
out.clip_position = view.view_proj * world_position; | ||
out.color = vertex.i_color; | ||
return out; | ||
} | ||
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[[stage(fragment)]] | ||
fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> { | ||
return in.color; | ||
} |
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