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Fix shader_material_glsl example after #9254 #9311

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merged 1 commit into from
Jul 31, 2023

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superdump
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Objective

  • Fix shader_material_glsl example

Solution

  • Expose the PER_OBJECT_BUFFER_BATCH_SIZE shader def through the default MeshPipeline specialization.
  • Make use of it in the custom_material.vert shader to access the mesh binding.

Changelog

  • Added: Exposed the PER_OBJECT_BUFFER_BATCH_SIZE shader def through the default MeshPipeline specialization to use in custom shaders not using bevy_pbr::mesh_bindings that still want to use the mesh binding in some way.

@superdump superdump requested review from mockersf and robtfm July 30, 2023 19:58
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shame we have to reintroduce the shader def in the mesh pipeline but hopefully it'll be temporary.

@mockersf mockersf added A-Rendering Drawing game state to the screen S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it labels Jul 30, 2023
@superdump superdump force-pushed the fix-glsl-instance_index branch from fe41929 to 0c03ae8 Compare July 31, 2023 12:51
@superdump superdump added this pull request to the merge queue Jul 31, 2023
Merged via the queue into bevyengine:main with commit 3c6fad2 Jul 31, 2023
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3 participants