pub struct Shader {
pub path: String,
pub source: Source,
pub import_path: ShaderImport,
pub imports: Vec<ShaderImport>,
pub additional_imports: Vec<ImportDefinition>,
pub shader_defs: Vec<ShaderDefVal>,
pub file_dependencies: Vec<Handle<Shader>>,
pub validate_shader: ValidateShader,
}
Expand description
A shader, as defined by its ShaderSource
and ShaderStage
This is an “unprocessed” shader. It can contain preprocessor directives.
Fields§
§path: String
§source: Source
§import_path: ShaderImport
§imports: Vec<ShaderImport>
§additional_imports: Vec<ImportDefinition>
§shader_defs: Vec<ShaderDefVal>
§file_dependencies: Vec<Handle<Shader>>
§validate_shader: ValidateShader
Enable or disable runtime shader validation, trading safety against speed.
Please read the ValidateShader
docs for a discussion of the tradeoffs involved.
Implementations§
Source§impl Shader
impl Shader
Sourcepub fn from_wgsl(
source: impl Into<Cow<'static, str>>,
path: impl Into<String>,
) -> Shader
pub fn from_wgsl( source: impl Into<Cow<'static, str>>, path: impl Into<String>, ) -> Shader
Examples found in repository?
examples/2d/mesh2d_manual.rs (line 302)
297 fn build(&self, app: &mut App) {
298 // Load our custom shader
299 let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
300 shaders.insert(
301 &COLORED_MESH2D_SHADER_HANDLE,
302 Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
303 );
304 app.add_plugins(SyncComponentPlugin::<ColoredMesh2d>::default());
305
306 // Register our custom draw function, and add our render systems
307 app.get_sub_app_mut(RenderApp)
308 .unwrap()
309 .add_render_command::<Transparent2d, DrawColoredMesh2d>()
310 .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
311 .init_resource::<RenderColoredMesh2dInstances>()
312 .add_systems(
313 ExtractSchedule,
314 extract_colored_mesh2d.after(extract_mesh2d),
315 )
316 .add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
317 }
pub fn from_wgsl_with_defs( source: impl Into<Cow<'static, str>>, path: impl Into<String>, shader_defs: Vec<ShaderDefVal>, ) -> Shader
pub fn from_glsl( source: impl Into<Cow<'static, str>>, stage: ShaderStage, path: impl Into<String>, ) -> Shader
pub fn from_spirv( source: impl Into<Cow<'static, [u8]>>, path: impl Into<String>, ) -> Shader
pub fn from_wesl( source: impl Into<Cow<'static, str>>, path: impl Into<String>, ) -> Shader
pub fn set_import_path<P>(&mut self, import_path: P)
pub fn with_import_path<P>(self, import_path: P) -> Shader
pub fn import_path(&self) -> &ShaderImport
pub fn imports(&self) -> impl ExactSizeIterator
Trait Implementations§
Source§impl<'a> From<&'a Shader> for ComposableModuleDescriptor<'a>
impl<'a> From<&'a Shader> for ComposableModuleDescriptor<'a>
Source§fn from(shader: &'a Shader) -> ComposableModuleDescriptor<'a>
fn from(shader: &'a Shader) -> ComposableModuleDescriptor<'a>
Converts to this type from the input type.
Source§impl<'a> From<&'a Shader> for NagaModuleDescriptor<'a>
impl<'a> From<&'a Shader> for NagaModuleDescriptor<'a>
Source§fn from(shader: &'a Shader) -> NagaModuleDescriptor<'a>
fn from(shader: &'a Shader) -> NagaModuleDescriptor<'a>
Converts to this type from the input type.
Source§impl TypePath for Shader
impl TypePath for Shader
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for Shader
impl VisitAssetDependencies for Shader
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Shader
Auto Trait Implementations§
impl Freeze for Shader
impl !RefUnwindSafe for Shader
impl Send for Shader
impl Sync for Shader
impl Unpin for Shader
impl !UnwindSafe for Shader
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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impl<T> BorrowMut<T> for Twhere
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fn borrow_mut(&mut self) -> &mut T
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