Testbed: switch to bevy 0.7
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49
src_testbed/lines/debuglines.wgsl
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49
src_testbed/lines/debuglines.wgsl
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// This should work, but it's bugged right now so we have to use 2 shaders: https://github.com/bevyengine/bevy/issues/4011
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#ifdef LINES_3D
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#import bevy_pbr::mesh_view_bind_group
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//#import bevy_pbr::mesh_struct
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#else
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//#import bevy_sprite::mesh2d_view_bind_group
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#endif
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struct Vertex {
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[[location(0)]] pos: vec3<f32>;
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[[location(1)]] color: u32;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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};
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struct FragmentOutput {
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[[builtin(frag_depth)]] depth: f32;
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[[location(0)]] color: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = view.view_proj * vec4<f32>(vertex.pos, 1.0);
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//out.color = vertex.color;
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// https://github.com/bevyengine/bevy/blob/328c26d02c50de0bc77f0d24a376f43ba89517b1/examples/2d/mesh2d_manual.rs#L234
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out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(8u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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return out;
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> FragmentOutput {
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var out: FragmentOutput;
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// This should be #ifdef DEPTH_TEST_ENABLED && LINES_3D, but the
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// preprocessor doesn't support that yet.
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// Luckily, DEPTH_TEST_ENABLED isn't set in 2d anyway.
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#ifdef DEPTH_TEST_ENABLED
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out.depth = in.clip_position.z;
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#else
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out.depth = 1.0;
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#endif
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out.color = in.color;
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return out;
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}
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