Improved support for WGSL shaders. #7320
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Improved support for WGSL shaders.
Related to: #5925
Before this PR, we had limited support for WGSL shader. The shader would be passed directly to the WebGPU API, and the user would be responsible for describing uniform buffers, bind groups and similar. Using engine supplied uniforms (such as view_matrix) and similar would be hard.
An example part of a shader would look like this, where the group and binding indices as well as locations for attributes would need to be specified by the user, which required to know what the engine does under the hood.
This PR introduces a step where we parse WGSL vertex and fragment shader (not compute shaders), and extract and automate engine integration. We introduce a simplified syntax for these elements, to closer align them with how GLSL works. The above code can now be written like this. The engine parses it and converts it to WGSL format while supplying all indices needed:
I'll be writing a manual page for this with more details in the near future.