[Outdated] Bind Groups and Uniforms in Bevy Shaders
Channel: Logic Projects
Date: 2022-05-17

Corrections: At 3:23 the type should be MyMaterial, not MyMaterialUniformData

In this tutorial we cover getting data into the GPU to use in our shaders using the bind group system in Bevy. 

Discord Invite: https://discord.gg/w674Ze7ud7
Patreon: https://patreon.com/logicprojects

Final code: https://github.com/mwbryant/logic-projects-bevy-shader-tutorial/tree/bind-groups

Bevy Example: https://github.com/bevyengine/bevy/blob/main/examples/shader/shader_material.rs
Learn WGPU: https://sotrh.github.io/learn-wgpu/#what-is-wgpu
WGSL Spec: https://www.w3.org/TR/2022/WD-WGSL-20220118/

0:00 Intro
0:30 Bind Group Overview
0:47 A Single Float
2:43 std140 Tangent
3:10 Back to the Float
5:11 COPY_DST Tangent
5:49 Back to the Bind Group
7:13 Colors
8:18 Textures
10:57 Standard Material Reference
11:46 Engine Exploration Tangent
13:02 Back to Textures
14:43 Outro/Patreon Thanks