Remove unused vertex attributes.
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0351b05978
commit
7ccd52ee83
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@ -2,27 +2,6 @@
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#import bevy_pbr::mesh_types Mesh
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#import bevy_pbr::mesh_types SkinnedMesh
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#ifdef MORPH_TARGETS
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fn morph_vertex(vertex_in: Vertex) -> Vertex {
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var vertex = vertex_in;
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let weight_count = bevy_pbr::morph::layer_count();
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for (var i: u32 = 0u; i < weight_count; i ++) {
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let weight = bevy_pbr::morph::weight_at(i);
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if weight == 0.0 {
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continue;
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}
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vertex.position += weight * bevy_pbr::morph::morph(vertex.index, bevy_pbr::morph::position_offset, i);
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#ifdef VERTEX_NORMALS
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vertex.normal += weight * bevy_pbr::morph::morph(vertex.index, bevy_pbr::morph::normal_offset, i);
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#endif
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#ifdef VERTEX_TANGENTS
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vertex.tangent += vec4(weight * bevy_pbr::morph::morph(vertex.index, bevy_pbr::morph::tangent_offset, i), 0.0);
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#endif
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}
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return vertex;
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}
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#endif
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struct Vertex {
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#ifdef VERTEX_POSITIONS
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@location(0) position: vec3<f32>,
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@ -30,12 +9,6 @@ struct Vertex {
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#ifndef OFFSET_ZERO
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@location(1) outline_normal: vec3<f32>,
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#endif
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#ifdef VERTEX_NORMALS
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@location(2) normal: vec3<f32>,
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#endif
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#ifdef VERTEX_TANGENTS
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@location(3) tangent: vec4<f32>,
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#endif
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#ifdef SKINNED
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@location(5) joint_indices: vec4<u32>,
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@location(6) joint_weights: vec4<f32>,
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@ -78,6 +51,21 @@ var<uniform> view_uniform: OutlineViewUniform;
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@group(3) @binding(0)
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var<uniform> vstage: OutlineVertexUniform;
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#ifdef MORPH_TARGETS
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fn morph_vertex(vertex_in: Vertex) -> Vertex {
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var vertex = vertex_in;
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let weight_count = bevy_pbr::morph::layer_count();
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for (var i: u32 = 0u; i < weight_count; i ++) {
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let weight = bevy_pbr::morph::weight_at(i);
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if weight == 0.0 {
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continue;
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}
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vertex.position += weight * bevy_pbr::morph::morph(vertex.index, bevy_pbr::morph::position_offset, i);
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}
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return vertex;
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}
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#endif
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fn mat4to3(m: mat4x4<f32>) -> mat3x3<f32> {
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return mat3x3<f32>(
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m[0].xyz, m[1].xyz, m[2].xyz
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@ -251,16 +251,6 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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buffer_attrs.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
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vertex_defs.push("VERTEX_NORMALS".into());
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buffer_attrs.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(2));
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}
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if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
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vertex_defs.push("VERTEX_TANGENTS".into());
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buffer_attrs.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
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}
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let mut bind_layouts = vec![if key.msaa() == Msaa::Off {
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self.mesh_pipeline.view_layout.clone()
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} else {
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