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#import bevy_pbr::mesh_vertex_output MeshVertexOutput | ||
#import bevy_pbr::mesh_view_bindings globals | ||
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struct CustomMaterial { | ||
color: vec4<f32>, | ||
}; | ||
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@group(1) @binding(0) | ||
var<uniform> material: CustomMaterial; | ||
@group(1) @binding(1) | ||
var base_color_texture: texture_2d<f32>; | ||
@group(1) @binding(2) | ||
var base_color_sampler: sampler; | ||
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@fragment | ||
fn fragment( | ||
mesh: MeshVertexOutput, | ||
) -> @location(0) vec4<f32> { | ||
let speed = 2.0; | ||
let repeated_uv = fract(mesh.uv); | ||
let scrolled_uv = repeated_uv+ vec2<f32>(cos(globals.time*speed), cos(globals.time*speed)); | ||
return material.color * textureSample(base_color_texture, base_color_sampler, mesh.uv); | ||
} |
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// Same imports as <https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/render/pbr.wgsl> | ||
#import bevy_pbr::mesh_view_bindings | ||
#import bevy_pbr::pbr_bindings | ||
#import bevy_pbr::mesh_bindings | ||
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#import bevy_pbr::utils | ||
#import bevy_pbr::clustered_forward | ||
#import bevy_pbr::lighting | ||
#import bevy_pbr::shadows | ||
#import bevy_pbr::fog | ||
#import bevy_pbr::pbr_functions | ||
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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; | ||
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struct FragmentInput { | ||
@builtin(front_facing) is_front: bool, | ||
@builtin(position) frag_coord: vec4<f32>, | ||
#import bevy_pbr::mesh_vertex_output | ||
} | ||
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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: FragmentInput) -> vec4<f32> { | ||
var material = standard_material_new(); | ||
material.perceptual_roughness = 1.0; | ||
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var output_color: vec4<f32> = material.base_color; | ||
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// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit | ||
if ((material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) { | ||
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve | ||
// the material members | ||
var pbr_input = pbr_input_new(); | ||
pbr_input.frag_coord = in.frag_coord; | ||
pbr_input.world_position = in.world_position; | ||
pbr_input.world_normal = in.world_normal; | ||
pbr_input.material = material; | ||
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// TODO use .a for exposure compensation in HDR | ||
var emissive: vec4<f32> = material.emissive; | ||
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pbr_input.material.emissive = emissive; | ||
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var metallic: f32 = material.metallic; | ||
var perceptual_roughness: f32 = material.perceptual_roughness; | ||
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pbr_input.material.metallic = metallic; | ||
pbr_input.material.perceptual_roughness = perceptual_roughness; | ||
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var occlusion: f32 = 1.0; | ||
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pbr_input.frag_coord = in.frag_coord; | ||
pbr_input.world_position = in.world_position; | ||
pbr_input.world_normal = prepare_world_normal( | ||
in.world_normal, | ||
(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, | ||
in.is_front, | ||
); | ||
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pbr_input.is_orthographic = view.projection[3].w == 1.0; | ||
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pbr_input.N = apply_normal_mapping( | ||
material.flags, | ||
pbr_input.world_normal, | ||
#ifdef VERTEX_TANGENTS | ||
#ifdef STANDARDMATERIAL_NORMAL_MAP | ||
in.world_tangent, | ||
#endif | ||
#endif | ||
#ifdef VERTEX_UVS | ||
in.uv, | ||
#endif | ||
); | ||
pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic); | ||
pbr_input.occlusion = occlusion; | ||
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pbr_input.flags = mesh.flags; | ||
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output_color = pbr(pbr_input); | ||
} else { | ||
output_color = alpha_discard(material, output_color); | ||
} | ||
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// fog | ||
if (fog.mode != FOG_MODE_OFF && (material.flags & STANDARD_MATERIAL_FLAGS_FOG_ENABLED_BIT) != 0u) { | ||
output_color = apply_fog(output_color, in.world_position.xyz, view.world_position.xyz); | ||
} | ||
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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(in: FragmentInput) -> @location(0) vec4<f32> { | ||
let texture = get_texture_sample(in.uv); | ||
let pbr_output = get_pbr_output(in); | ||
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return texture * pbr_output; | ||
} |
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//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet) | ||
//! into a texture atlas, and changing the displayed image periodically. | ||
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use bevy::prelude::*; | ||
use bevy_particle_systems::*; | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) | ||
.add_plugins(ParticleSystemPlugin) // prevents blurry sprites | ||
.add_systems(Startup, spawn_particles) | ||
.run(); | ||
} | ||
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fn spawn_particles(mut commands: Commands, asset_server: Res<AssetServer>) { | ||
commands.spawn(Camera2dBundle::default()); | ||
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commands | ||
.spawn(ParticleSystemBundle { | ||
particle_system: ParticleSystem { | ||
max_particles: 50_000, | ||
texture: ParticleTexture::Sprite(asset_server.load("px.png")), | ||
spawn_rate_per_second: 1000.0.into(), | ||
initial_speed: JitteredValue::jittered(200.0, -50.0..50.0), | ||
lifetime: JitteredValue::jittered(8.0, -2.0..2.0), | ||
color: ColorOverTime::Gradient(Curve::new(vec![ | ||
CurvePoint::new(Color::PURPLE, 0.0), | ||
CurvePoint::new(Color::RED, 0.5), | ||
CurvePoint::new(Color::rgba(0.0, 0.0, 1.0, 0.0), 1.0), | ||
])), | ||
looping: true, | ||
system_duration_seconds: 10.0, | ||
max_distance: Some(300.0), | ||
scale: 2.0.into(), | ||
bursts: vec![ | ||
ParticleBurst::new(0.0, 1000), | ||
ParticleBurst::new(2.0, 1000), | ||
ParticleBurst::new(4.0, 1000), | ||
ParticleBurst::new(6.0, 1000), | ||
ParticleBurst::new(8.0, 1000), | ||
], | ||
..ParticleSystem::default() | ||
}, | ||
..ParticleSystemBundle::default() | ||
}) | ||
.insert(Playing); | ||
} |
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//! A shader and a material that uses it. | ||
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use bevy::{ | ||
prelude::*, | ||
reflect::{TypePath, TypeUuid}, | ||
render::render_resource::{AsBindGroup, ShaderRef}, | ||
}; | ||
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fn main() { | ||
App::new() | ||
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default())) | ||
.add_systems(Startup, setup) | ||
.run(); | ||
} | ||
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/// set up a simple 3D scene | ||
fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<CustomMaterial>>, | ||
asset_server: Res<AssetServer>, | ||
) { | ||
// cube | ||
commands.spawn(MaterialMeshBundle { | ||
mesh: meshes.add(Mesh::from(shape::Cube { size: 3.0 })), | ||
transform: Transform::from_xyz(0.0, 0.5, 0.0), | ||
material: materials.add(CustomMaterial { | ||
color: Color::WHITE, | ||
color_texture: Some(asset_server.load("textures/cabron.jpg")), | ||
alpha_mode: AlphaMode::Blend, | ||
}), | ||
..default() | ||
}); | ||
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// camera | ||
commands.spawn(Camera3dBundle { | ||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
} | ||
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/// The Material trait is very configurable, but comes with sensible defaults for all methods. | ||
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details! | ||
impl Material for CustomMaterial { | ||
fn fragment_shader() -> ShaderRef { | ||
"shaders/custom_material.wgsl".into() | ||
} | ||
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fn alpha_mode(&self) -> AlphaMode { | ||
self.alpha_mode | ||
} | ||
} | ||
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// This is the struct that will be passed to your shader | ||
#[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)] | ||
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"] | ||
pub struct CustomMaterial { | ||
#[uniform(0)] | ||
color: Color, | ||
#[texture(1)] | ||
#[sampler(2)] | ||
color_texture: Option<Handle<Image>>, | ||
alpha_mode: AlphaMode, | ||
} |