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[Merged by Bors] - Fix View by adding missing fields present in ViewUniform #5512
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...oof. This should mean that Mesh2d is very broken in 0.8 unless I'm mistaken, or it's just luck that it isn't. |
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@cart I think we have our first candidate for a point release. :/
That was quick, looks like the default rendering works because it only uses the first field. |
bors r+ |
# Objective View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields. ## Solution Solved by adding the fields in question
Pull request successfully merged into main. Build succeeded: |
# Objective - Similar to #5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`. ## Solution - Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
…5512) # Objective View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields. ## Solution Solved by adding the fields in question
# Objective View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields. ## Solution Solved by adding the fields in question
# Objective - Similar to #5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`. ## Solution - Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
# Objective - Similar to bevyengine#5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`. ## Solution - Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
…5512) # Objective View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields. ## Solution Solved by adding the fields in question
# Objective - Similar to bevyengine#5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`. ## Solution - Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
…5512) # Objective View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields. ## Solution Solved by adding the fields in question
# Objective - Similar to bevyengine#5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`. ## Solution - Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
Objective
View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields.
Solution
Solved by adding the fields in question