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13 changes: 6 additions & 7 deletions examples/shader/extended_material_bindless.rs
Original file line number Diff line number Diff line change
Expand Up @@ -24,14 +24,13 @@ static SHADER_ASSET_PATH: &str = "shaders/extended_material_bindless.wgsl";
/// The `#[data(50, ExampleBindlessExtensionUniform, binding_array(101))]`
/// attribute specifies that the plain old data
/// [`ExampleBindlessExtensionUniform`] will be placed into an array with
/// binding 100 and will occupy index 50 in the
/// `ExampleBindlessExtendedMaterialIndices` structure. (See the shader for the
/// binding 101 and that the index referencing it will be stored in slot 50 of the `ExampleBindlessExtendedMaterialIndices` structure. (See below or lookup the shader for the
/// definition of that structure.) That corresponds to the following shader
/// declaration:
///
/// ```wgsl
/// @group(2) @binding(100) var<storage> example_extended_material_indices:
/// array<ExampleBindlessExtendedMaterialIndices>;
/// @group(#{MATERIAL_BIND_GROUP}) @binding(101)
/// var<storage> example_extended_material: array<ExampleBindlessExtendedMaterial>;
/// ```
///
/// The `#[bindless(index_table(range(50..53), binding(100)))]` attribute
Expand All @@ -48,8 +47,8 @@ static SHADER_ASSET_PATH: &str = "shaders/extended_material_bindless.wgsl";
/// modulate_texture_sampler: u32, // 52
/// }
///
/// @group(2) @binding(100) var<storage> example_extended_material_indices:
/// array<ExampleBindlessExtendedMaterialIndices>;
/// @group(#{MATERIAL_BIND_GROUP}) @binding(100)
/// var<storage> example_extended_material_indices: array<ExampleBindlessExtendedMaterialIndices>;
/// ```
///
/// We need to use the `index_table` subattribute because the
Expand Down Expand Up @@ -112,7 +111,7 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ExampleBindlessExtension>>>,
) {
// Create a gray sphere, modulated with a red-tinted Bevy logo.
// Create a gray sphere, modulated with a red-tinted checkerboard pattern.
commands.spawn((
Mesh3d(meshes.add(SphereMeshBuilder::new(
1.0,
Expand Down