Extract sprite_material functions, bindings, and types to separate shader modules#24629
Open
cookie1170 wants to merge 2 commits into
Open
Extract sprite_material functions, bindings, and types to separate shader modules#24629cookie1170 wants to merge 2 commits into
sprite_material functions, bindings, and types to separate shader modules#24629cookie1170 wants to merge 2 commits into
Conversation
kfc35
approved these changes
Jun 16, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Objective
Make it easier to make sprite shaders by extracting the functions, bindings, and types from the
SpriteMesh'ssprite_material.wgslshader to exported modulesSolution
Move the
SpriteMaterialtype and flags fromsprite_material.wgslto thebevy_sprite::sprite_typesmoduleMove the sprite material bindings to the
bevy_sprite::sprite_bindingsmoduleMove the uv flipping, tiling, transforming, and slicing logic along with some utility functions to the
bevy_sprite::sprite_functionsmoduleTesting
Ran the
sprite_*examples usingSpriteMeshand manually verified that the shaders compiled and the behaviour matched