bevy/assets/shaders/specialized_mesh_pipeline.wgsl

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//! Very simple shader used to demonstrate how to get the world position and pass data
//! between the vertex and fragment shader. Also shows the custom vertex layout.
// First we import everything we need from bevy_pbr
// A 2d shader would be vevry similar but import from bevy_sprite instead
#import bevy_pbr::{
mesh_functions,
view_transformations::position_world_to_clip
}
struct Vertex {
// This is needed if you are using batching and/or gpu preprocessing
// It's a built in so you don't need to define it in the vertex layout
@builtin(instance_index) instance_index: u32,
// Like we defined for the vertex layout
// position is at location 0
@location(0) position: vec3<f32>,
// and color at location 1
@location(1) color: vec4<f32>,
};
// This is the output of the vertex shader and we also use it as the input for the fragment shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec4<f32>,
@location(1) color: vec3<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
// This is how bevy computes the world position
// The vertex.instance_index is very important. Esepecially if you are using batching and gpu preprocessing
var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
out.clip_position = position_world_to_clip(out.world_position.xyz);
// We just use the raw vertex color
out.color = vertex.color.rgb;
return out;
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
// output the color directly
return vec4(in.color, 1.0);
}