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Merge pull request #200 from AnthonyTornetta/199-build-mode
Adding build mode for structures
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// Stolen and heavily modified from: https://github.com/janhohenheim/foxtrot/blob/main/assets/shaders/repeated.wgsl - TY! | ||
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#import bevy_pbr::mesh_vertex_output MeshVertexOutput | ||
#import bevy_pbr::mesh_vertex_output as OutputTypes | ||
#import bevy_pbr::pbr_functions as PbrCore | ||
#import bevy_pbr::pbr_bindings as MaterialBindings | ||
#import bevy_pbr::pbr_types as PbrTypes | ||
#import bevy_pbr::mesh_view_bindings as ViewBindings | ||
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struct Repeats { | ||
horizontal: u32, | ||
vertical: u32, | ||
_wasm_padding1: u32, | ||
_wasm_padding2: u32, | ||
} | ||
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@group(1) @binding(0) | ||
var texture: texture_2d<f32>; | ||
@group(1) @binding(1) | ||
var texture_sampler: sampler; | ||
@group(1) @binding(2) | ||
var<uniform> repeats: Repeats; | ||
@group(1) @binding(3) | ||
var<uniform> color: vec4<f32>; | ||
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fn get_texture_sample(coords: vec2<f32>) -> vec4<f32> { | ||
let repeated_coords = vec2<f32>( | ||
(coords.x % (1. / f32(repeats.horizontal))) * f32(repeats.horizontal), | ||
(coords.y % (1. / f32(repeats.vertical))) * f32(repeats.vertical) | ||
); | ||
return textureSample(texture, texture_sampler, repeated_coords); | ||
} | ||
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/// Adapted from <https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/render/pbr.wgsl#L30> | ||
fn get_pbr_output(in: MeshVertexOutput) -> vec4<f32> { | ||
var material = PbrTypes::standard_material_new(); | ||
material.perceptual_roughness = 1.0; | ||
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var output_color: vec4<f32> = color; | ||
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output_color = PbrCore::alpha_discard(material, output_color); | ||
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#ifdef TONEMAP_IN_SHADER | ||
output_color = tone_mapping(output_color); | ||
#endif | ||
#ifdef DEBAND_DITHER | ||
var output_rgb = output_color.rgb; | ||
output_rgb = powsafe(output_rgb, 1.0 / 2.2); | ||
output_rgb = output_rgb + screen_space_dither(in.frag_coord.xy); | ||
// This conversion back to linear space is required because our output texture format is | ||
// SRGB; the GPU will assume our output is linear and will apply an SRGB conversion. | ||
output_rgb = powsafe(output_rgb, 2.2); | ||
output_color = vec4(output_rgb, output_color.a); | ||
#endif | ||
#ifdef PREMULTIPLY_ALPHA | ||
output_color = premultiply_alpha(material.flags, output_color); | ||
#endif | ||
return output_color; | ||
} | ||
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@fragment | ||
fn fragment(mesh: MeshVertexOutput) -> @location(0) vec4<f32> { | ||
let texture = get_texture_sample(mesh.uv); | ||
if (texture[3] < 0.5) { | ||
discard; | ||
} | ||
let pbr_output = get_pbr_output(mesh); | ||
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return texture * pbr_output; | ||
} |
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//! A garbage repeated material. Don't use this. | ||
use bevy::{ | ||
prelude::{AlphaMode, App, Color, Handle, Image, Material, MaterialPlugin}, | ||
reflect::{Reflect, TypeUuid}, | ||
render::render_resource::{AsBindGroup, ShaderRef, ShaderType}, | ||
}; | ||
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#[repr(C, align(16))] // All WebGPU uniforms must be aligned to 16 bytes | ||
#[derive(Clone, Copy, ShaderType, Debug, Hash, Eq, PartialEq, Default, Reflect)] | ||
pub(crate) struct Repeats { | ||
pub(crate) horizontal: u32, | ||
pub(crate) vertical: u32, | ||
pub(crate) _wasm_padding1: u32, | ||
pub(crate) _wasm_padding2: u32, | ||
} | ||
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#[derive(AsBindGroup, Debug, Clone, TypeUuid, Reflect)] | ||
#[uuid = "82d336c5-fd6c-41a3-bdd4-267cd4c9be22"] | ||
pub(crate) struct UnlitRepeatedMaterial { | ||
#[texture(0)] | ||
#[sampler(1)] | ||
pub(crate) texture: Handle<Image>, | ||
#[uniform(2)] | ||
pub(crate) repeats: Repeats, | ||
#[uniform(3)] | ||
pub(crate) color: Color, | ||
} | ||
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impl Material for UnlitRepeatedMaterial { | ||
fn fragment_shader() -> ShaderRef { | ||
"cosmos/shaders/repeated.wgsl".into() | ||
} | ||
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fn alpha_mode(&self) -> AlphaMode { | ||
AlphaMode::Mask(0.5) | ||
} | ||
} | ||
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pub(super) fn register(app: &mut App) { | ||
app.add_plugins(MaterialPlugin::<UnlitRepeatedMaterial>::default()); | ||
} |
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