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Bevy 13 (#87)
* wip: took more than the 30 mins I have available -- will have to finish this later * wip: keycodes, digits... misc renaming * wip: 2d working -- panic on 3d checking that out now... * chore: they've all gotta be on grout 2 bevyengine/bevy#10485 * chore: bulk replace all group(1)s to group(2)s for bevy 0.13.. * fix: make the might example work * chore: make the cube much, much bigger!
1 parent edbd6c6 commit ba71396

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lines changed

Cargo.lock

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Cargo.toml

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@@ -22,14 +22,14 @@ ui = []
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[dependencies]
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anyhow = "1.0.79"
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bevy = { version = "*", features = ["file_watcher", "dynamic_linking", "jpeg"] }
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bevy_egui = { version = "0.23.0" }
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bevy_panorbit_camera = { version = "0.9.0" }
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chrono = "0.4.31"
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bevy_egui = "0.25.0"
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bevy_panorbit_camera = "0.15.0"
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chrono = "0.4.34"
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copypasta = "0.10.0"
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directories = "5.0.1"
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image = "0.24.8"
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image = "0.24.9"
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serde = { version = "1.0.190", features = ["derive"] }
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toml = "0.8.6"
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toml = "0.8.10"
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[dev-dependencies]
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bevy_editor_pls = "0.6.0" # Required for Might

assets/Gallery/lines/dotted_line.wgsl

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@@ -10,7 +10,7 @@ struct DottedLineShader {
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line_spacing: f32,
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};
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@group(1) @binding(0)
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@group(2) @binding(0)
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var<uniform> material: DottedLineShader;
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@fragment

assets/shaders/WIP-black-hole.wgsl

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@group(0) @binding(0) var<uniform> view: View;
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@group(1) @binding(0) var texture: texture_2d<f32>;
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@group(1) @binding(1) var texture_sampler: sampler;
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@group(2) @binding(0) var texture: texture_2d<f32>;
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@group(2) @binding(1) var texture_sampler: sampler;
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const SPEED:f32 = 0.25;
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const CAM_DISTANCE: f32 = -2.;

assets/shaders/aura.wgsl

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@@ -8,7 +8,7 @@ struct AuraMaterial {
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}
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@group(0) @binding(0) var<uniform> view: View;
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@group(1) @binding(100) var<uniform> aura_mat: AuraMaterial;
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@group(2) @binding(100) var<uniform> aura_mat: AuraMaterial;
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// Colour picker tells us the values of the original..
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// Darkish

assets/shaders/howto-mouse.wgsl

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@@ -6,7 +6,7 @@
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#import bevy_render::view View
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@group(0) @binding(0) var<uniform> view: View;
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@group(1) @binding(0) var<uniform> mouse: YourShader2D;
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@group(2) @binding(0) var<uniform> mouse: YourShader2D;
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struct YourShader2D{
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mouse_pos : vec2f,
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}

assets/shaders/howto-texture.wgsl

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#import bevy_pbr::mesh_vertex_output VertexOutput
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@group(1) @binding(1) var texture: texture_2d<f32>;
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@group(1) @binding(2) var texture_sampler: sampler;
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@group(2) @binding(1) var texture: texture_2d<f32>;
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@group(2) @binding(2) var texture_sampler: sampler;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {

assets/shaders/myshader.wgsl

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@@ -9,8 +9,8 @@
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#import bevy_render::view View
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@group(0) @binding(0) var<uniform> view: View;
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@group(1) @binding(1) var texture: texture_2d<f32>;
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@group(1) @binding(2) var texture_sampler: sampler;
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@group(2) @binding(1) var texture: texture_2d<f32>;
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@group(2) @binding(2) var texture_sampler: sampler;
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const SPEED:f32 = 1.0;
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return tex;
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}
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fn circle(p: vec2<f32>, r: f32) -> f32 {
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return smoothstep(0.1, 0., abs(length(p) - r));
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}

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