diff --git a/assets/shaders/myshader.wgsl b/assets/shaders/myshader.wgsl index dd73989..c7404fd 100755 --- a/assets/shaders/myshader.wgsl +++ b/assets/shaders/myshader.wgsl @@ -1,12 +1,12 @@ //! //! The default 3d Shader. //! -#import bevy_pbr::forward_io::VertexOutput, FragmentOutput -#import bevy_pbr::mesh_view_bindings::globals +#import bevy_pbr::forward_io::VertexOutput +#import bevy_pbr::mesh_view_bindings::globals; #import bevy_pbr::utils PI -#import bevy_render::view::View #import shadplay::shader_utils::common NEG_HALF_PI, shader_toy_default, rotate2D - +#import bevy_render::view::View + @group(0) @binding(0) var view: View; @group(2) @binding(100)var color: vec4f; @@ -16,9 +16,11 @@ const SPEED:f32 = 1.0; @fragment -fn fragment(in: VertexOutput) -> @location(0) vec4f { +fn fragment(in: VertexOutput) -> @location(0) vec4 { + // ensure our uv coords match shadertoy/the-lil-book-of-shaders let texture_uvs = in.uv; - let tex: vec4f = textureSample(texture, texture_sampler, texture_uvs); + + let tex: vec4f = textureSample(texture, texture_sampler, texture_uvs); // textureSample is provided by wgsl? return tex; - // return vec4f(1.0); -} + +} \ No newline at end of file diff --git a/assets/shaders/myshader_2d.wgsl b/assets/shaders/myshader_2d.wgsl index 207cb3b..ac46ff5 100755 --- a/assets/shaders/myshader_2d.wgsl +++ b/assets/shaders/myshader_2d.wgsl @@ -13,9 +13,9 @@ const SPEED:f32 = 1.0; @fragment -fn fragment(mesh: VertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { // ensure our uv coords match shadertoy/the-lil-book-of-shaders - var uv = mesh.uv; + var uv = in.uv; uv = (uv * 2.0) - 1.0; let resolution = view.viewport.zw; let t = globals.time * SPEED; diff --git a/scripts/reset-2d.py b/scripts/reset-2d.py index 460986e..dc471db 100755 --- a/scripts/reset-2d.py +++ b/scripts/reset-2d.py @@ -6,7 +6,7 @@ #import bevy_sprite::mesh2d_view_bindings::globals #import shadplay::shader_utils::common::{NEG_HALF_PI, shader_toy_default, rotate2D, TWO_PI} #import bevy_render::view::View -#import bevy_pbr::forward_io::VertexOutput; +#import bevy_sprite::mesh2d_vertex_output::VertexOutput @group(0) @binding(0) var view: View; @@ -15,13 +15,14 @@ @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { // ensure our uv coords match shadertoy/the-lil-book-of-shaders - var uv = (in.uv * 2.0) - 1.0; + var uv = in.uv; + uv = (uv * 2.0) - 1.0; let resolution = view.viewport.zw; let t = globals.time * SPEED; uv.x *= resolution.x / resolution.y; uv *= rotate2D(NEG_HALF_PI); - return vec4f(shader_toy_default(t, uv), 1.0); + return vec4f(shader_toy_default(t, uv), 0.3); } """