bevy/assets/shaders/custom_phase_item.wgsl

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2024-06-27 16:13:03 +00:00
// `custom_phase_item.wgsl`
//
// This shader goes with the `custom_phase_item` example. It demonstrates how to
// enqueue custom rendering logic in a `RenderPhase`.
// The GPU-side vertex structure.
struct Vertex {
// The world-space position of the vertex.
@location(0) position: vec3<f32>,
// The color of the vertex.
@location(1) color: vec3<f32>,
};
// Information passed from the vertex shader to the fragment shader.
struct VertexOutput {
// The clip-space position of the vertex.
@builtin(position) clip_position: vec4<f32>,
// The color of the vertex.
@location(0) color: vec3<f32>,
};
// The vertex shader entry point.
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
// Use an orthographic projection.
var vertex_output: VertexOutput;
vertex_output.clip_position = vec4(vertex.position.xyz, 1.0);
vertex_output.color = vertex.color;
return vertex_output;
}
// The fragment shader entry point.
@fragment
fn fragment(vertex_output: VertexOutput) -> @location(0) vec4<f32> {
return vec4(vertex_output.color, 1.0);
}