Split mesh shader files (#4867)

# Objective

- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.

---

## Changelog

- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`

## Migration Guide

- In shaders for 3D meshes:
  - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
  - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
    - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
  - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
  - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
    - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
This commit is contained in:
Robert Swain 2022-05-31 23:23:25 +00:00
parent bdef86ea6e
commit cc4062ec43
26 changed files with 221 additions and 176 deletions

View file

@ -1,5 +1,5 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings
[[group(1), binding(0)]]
var<uniform> mesh: Mesh;

View file

@ -1,4 +1,4 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_view_bindings
[[group(1), binding(0)]]
var texture: texture_2d<f32>;

View file

@ -1,5 +1,5 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
struct Vertex {
[[location(0)]] position: vec3<f32>;
@ -12,9 +12,6 @@ struct CustomMaterial {
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
[[group(2), binding(0)]]
var<uniform> mesh: Mesh;
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] blend_color: vec4<f32>;

View file

@ -1,5 +1,5 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings
[[group(1), binding(0)]]
var<uniform> mesh: Mesh;

View file

@ -1,5 +1,5 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings
[[group(1), binding(0)]]
var<uniform> mesh: Mesh;
@ -26,7 +26,7 @@ fn vertex(vertex: Vertex) -> VertexOutput {
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
var color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
# ifdef IS_RED
# ifdef IS_RED
color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
# endif
return color;

View file

@ -49,6 +49,10 @@ use bevy_render::{
};
use bevy_transform::TransformSystem;
pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
pub const PBR_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
pub const SHADOW_SHADER_HANDLE: HandleUntyped =
@ -60,6 +64,18 @@ pub struct PbrPlugin;
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,

View file

@ -118,7 +118,7 @@ impl From<Handle<Image>> for StandardMaterial {
}
}
// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr.wgsl!
// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr_types.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
pub struct StandardMaterialFlags: u32 {

View file

@ -1,11 +1,6 @@
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_view_types
#import bevy_pbr::mesh_types
// NOTE: Keep in sync with pbr.wgsl
struct View {
view_proj: mat4x4<f32>;
projection: mat4x4<f32>;
world_position: vec3<f32>;
};
[[group(0), binding(0)]]
var<uniform> view: View;

View file

@ -35,10 +35,14 @@ const MAX_JOINTS: usize = 256;
const JOINT_SIZE: usize = std::mem::size_of::<Mat4>();
pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
pub const MESH_VIEW_TYPES_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8140454348013264787);
pub const MESH_VIEW_BINDINGS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
pub const MESH_STRUCT_HANDLE: HandleUntyped =
pub const MESH_TYPES_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
pub const MESH_BINDINGS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16831548636314682308);
pub const MESH_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
pub const SKINNING_HANDLE: HandleUntyped =
@ -46,19 +50,26 @@ pub const SKINNING_HANDLE: HandleUntyped =
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
MESH_VIEW_TYPES_HANDLE,
"mesh_view_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH_VIEW_BINDINGS_HANDLE,
"mesh_view_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH_TYPES_HANDLE, "mesh_types.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
MESH_BINDINGS_HANDLE,
"mesh_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
MESH_STRUCT_HANDLE,
"mesh_struct.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH_VIEW_BIND_GROUP_HANDLE,
"mesh_view_bind_group.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, SKINNING_HANDLE, "skinning.wgsl", Shader::from_wgsl);
app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());

View file

@ -1,5 +1,5 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
struct Vertex {
[[location(0)]] position: vec3<f32>;
@ -30,14 +30,6 @@ struct VertexOutput {
#endif
};
[[group(2), binding(0)]]
var<uniform> mesh: Mesh;
#ifdef SKINNED
[[group(2), binding(1)]]
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
@ -68,7 +60,7 @@ fn vertex(vertex: Vertex) -> VertexOutput {
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
#endif
out.uv = vertex.uv;
out.clip_position = view.view_proj * out.world_position;

View file

@ -0,0 +1,11 @@
#define_import_path bevy_pbr::mesh_bindings
#import bevy_pbr::mesh_types
[[group(2), binding(0)]]
var<uniform> mesh: Mesh;
#ifdef SKINNED
[[group(2), binding(1)]]
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif

View file

@ -1,4 +1,4 @@
#define_import_path bevy_pbr::mesh_struct
#define_import_path bevy_pbr::mesh_types
struct Mesh {
model: mat4x4<f32>;

View file

@ -0,0 +1,42 @@
#define_import_path bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_view_types
[[group(0), binding(0)]]
var<uniform> view: View;
[[group(0), binding(1)]]
var<uniform> lights: Lights;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
[[group(0), binding(2)]]
var point_shadow_textures: texture_depth_cube;
#else
[[group(0), binding(2)]]
var point_shadow_textures: texture_depth_cube_array;
#endif
[[group(0), binding(3)]]
var point_shadow_textures_sampler: sampler_comparison;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
[[group(0), binding(4)]]
var directional_shadow_textures: texture_depth_2d;
#else
[[group(0), binding(4)]]
var directional_shadow_textures: texture_depth_2d_array;
#endif
[[group(0), binding(5)]]
var directional_shadow_textures_sampler: sampler_comparison;
#ifdef NO_STORAGE_BUFFERS_SUPPORT
[[group(0), binding(6)]]
var<uniform> point_lights: PointLights;
[[group(0), binding(7)]]
var<uniform> cluster_light_index_lists: ClusterLightIndexLists;
[[group(0), binding(8)]]
var<uniform> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
#else
[[group(0), binding(6)]]
var<storage> point_lights: PointLights;
[[group(0), binding(7)]]
var<storage> cluster_light_index_lists: ClusterLightIndexLists;
[[group(0), binding(8)]]
var<storage> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
#endif

View file

@ -1,4 +1,4 @@
#define_import_path bevy_pbr::mesh_view_bind_group
#define_import_path bevy_pbr::mesh_view_types
struct View {
view_proj: mat4x4<f32>;
@ -79,42 +79,3 @@ struct ClusterOffsetsAndCounts {
data: array<vec2<u32>>;
};
#endif
[[group(0), binding(0)]]
var<uniform> view: View;
[[group(0), binding(1)]]
var<uniform> lights: Lights;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
[[group(0), binding(2)]]
var point_shadow_textures: texture_depth_cube;
#else
[[group(0), binding(2)]]
var point_shadow_textures: texture_depth_cube_array;
#endif
[[group(0), binding(3)]]
var point_shadow_textures_sampler: sampler_comparison;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
[[group(0), binding(4)]]
var directional_shadow_textures: texture_depth_2d;
#else
[[group(0), binding(4)]]
var directional_shadow_textures: texture_depth_2d_array;
#endif
[[group(0), binding(5)]]
var directional_shadow_textures_sampler: sampler_comparison;
#ifdef NO_STORAGE_BUFFERS_SUPPORT
[[group(0), binding(6)]]
var<uniform> point_lights: PointLights;
[[group(0), binding(7)]]
var<uniform> cluster_light_index_lists: ClusterLightIndexLists;
[[group(0), binding(8)]]
var<uniform> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
#else
[[group(0), binding(6)]]
var<storage> point_lights: PointLights;
[[group(0), binding(7)]]
var<storage> cluster_light_index_lists: ClusterLightIndexLists;
[[group(0), binding(8)]]
var<storage> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
#endif

View file

@ -32,57 +32,9 @@
//
// The above integration needs to be approximated.
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
[[group(2), binding(0)]]
var<uniform> mesh: Mesh;
struct StandardMaterial {
base_color: vec4<f32>;
emissive: vec4<f32>;
perceptual_roughness: f32;
metallic: f32;
reflectance: f32;
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
flags: u32;
alpha_cutoff: f32;
};
let STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT: u32 = 1u;
let STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT: u32 = 2u;
let STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT: u32 = 4u;
let STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT: u32 = 8u;
let STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT: u32 = 16u;
let STANDARD_MATERIAL_FLAGS_UNLIT_BIT: u32 = 32u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 64u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 128u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 256u;
let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 512u;
let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 1024u;
[[group(1), binding(0)]]
var<uniform> material: StandardMaterial;
[[group(1), binding(1)]]
var base_color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var base_color_sampler: sampler;
[[group(1), binding(3)]]
var emissive_texture: texture_2d<f32>;
[[group(1), binding(4)]]
var emissive_sampler: sampler;
[[group(1), binding(5)]]
var metallic_roughness_texture: texture_2d<f32>;
[[group(1), binding(6)]]
var metallic_roughness_sampler: sampler;
[[group(1), binding(7)]]
var occlusion_texture: texture_2d<f32>;
[[group(1), binding(8)]]
var occlusion_sampler: sampler;
[[group(1), binding(9)]]
var normal_map_texture: texture_2d<f32>;
[[group(1), binding(10)]]
var normal_map_sampler: sampler;
#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::pbr_bindings
#import bevy_pbr::mesh_bindings
let PI: f32 = 3.141592653589793;
@ -467,7 +419,7 @@ struct FragmentInput {
#endif
#ifdef VERTEX_COLORS
[[location(4)]] color: vec4<f32>;
#endif
#endif
};
[[stage(fragment)]]

View file

@ -0,0 +1,26 @@
#define_import_path bevy_pbr::pbr_bindings
#import bevy_pbr::pbr_types
[[group(1), binding(0)]]
var<uniform> material: StandardMaterial;
[[group(1), binding(1)]]
var base_color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var base_color_sampler: sampler;
[[group(1), binding(3)]]
var emissive_texture: texture_2d<f32>;
[[group(1), binding(4)]]
var emissive_sampler: sampler;
[[group(1), binding(5)]]
var metallic_roughness_texture: texture_2d<f32>;
[[group(1), binding(6)]]
var metallic_roughness_sampler: sampler;
[[group(1), binding(7)]]
var occlusion_texture: texture_2d<f32>;
[[group(1), binding(8)]]
var occlusion_sampler: sampler;
[[group(1), binding(9)]]
var normal_map_texture: texture_2d<f32>;
[[group(1), binding(10)]]
var normal_map_sampler: sampler;

View file

@ -0,0 +1,24 @@
#define_import_path bevy_pbr::pbr_types
struct StandardMaterial {
base_color: vec4<f32>;
emissive: vec4<f32>;
perceptual_roughness: f32;
metallic: f32;
reflectance: f32;
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
flags: u32;
alpha_cutoff: f32;
};
let STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT: u32 = 1u;
let STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT: u32 = 2u;
let STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT: u32 = 4u;
let STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT: u32 = 8u;
let STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT: u32 = 16u;
let STANDARD_MATERIAL_FLAGS_UNLIT_BIT: u32 = 32u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 64u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 128u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 256u;
let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 512u;
let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 1024u;

View file

@ -1,5 +1,5 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct
#import bevy_pbr::mesh_types
#import bevy_pbr::mesh_view_bindings
struct Vertex {
[[location(0)]] position: vec3<f32>;

View file

@ -1,5 +1,5 @@
#import bevy_sprite::mesh2d_view_bind_group
#import bevy_sprite::mesh2d_struct
#import bevy_sprite::mesh2d_types
#import bevy_sprite::mesh2d_view_bindings
struct ColorMaterial {
color: vec4<f32>;
@ -8,9 +8,6 @@ struct ColorMaterial {
};
let COLOR_MATERIAL_FLAGS_TEXTURE_BIT: u32 = 1u;
[[group(0), binding(0)]]
var<uniform> view: View;
[[group(1), binding(0)]]
var<uniform> material: ColorMaterial;
[[group(1), binding(1)]]
@ -45,4 +42,4 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
#endif
}
return output_color;
}
}

View file

@ -35,28 +35,44 @@ impl From<Handle<Mesh>> for Mesh2dHandle {
#[derive(Default)]
pub struct Mesh2dRenderPlugin;
pub const MESH2D_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
pub const MESH2D_VIEW_TYPES_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 12677582416765805110);
pub const MESH2D_VIEW_BINDINGS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 6901431444735842434);
pub const MESH2D_STRUCT_HANDLE: HandleUntyped =
pub const MESH2D_TYPES_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8994673400261890424);
pub const MESH2D_BINDINGS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8983617858458862856);
pub const MESH2D_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2971387252468633715);
impl Plugin for Mesh2dRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
MESH2D_VIEW_TYPES_HANDLE,
"mesh2d_view_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_VIEW_BINDINGS_HANDLE,
"mesh2d_view_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_TYPES_HANDLE,
"mesh2d_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_BINDINGS_HANDLE,
"mesh2d_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
MESH2D_STRUCT_HANDLE,
"mesh2d_struct.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_VIEW_BIND_GROUP_HANDLE,
"mesh2d_view_bind_group.wgsl",
Shader::from_wgsl
);
app.add_plugin(UniformComponentPlugin::<Mesh2dUniform>::default());

View file

@ -1,5 +1,5 @@
#import bevy_sprite::mesh2d_view_bind_group
#import bevy_sprite::mesh2d_struct
#import bevy_sprite::mesh2d_view_bindings
#import bevy_sprite::mesh2d_bindings
struct Vertex {
[[location(0)]] position: vec3<f32>;
@ -26,12 +26,6 @@ struct VertexOutput {
#endif
};
[[group(0), binding(0)]]
var<uniform> view: View;
[[group(2), binding(0)]]
var<uniform> mesh: Mesh2d;
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);
@ -74,4 +68,4 @@ struct FragmentInput {
[[stage(fragment)]]
fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
}
}

View file

@ -0,0 +1,6 @@
#define_import_path bevy_sprite::mesh2d_bindings
#import bevy_sprite::mesh2d_types
[[group(2), binding(0)]]
var<uniform> mesh: Mesh2d;

View file

@ -1,4 +1,4 @@
#define_import_path bevy_sprite::mesh2d_struct
#define_import_path bevy_sprite::mesh2d_types
struct Mesh2d {
model: mat4x4<f32>;

View file

@ -0,0 +1,6 @@
#define_import_path bevy_sprite::mesh2d_view_bindings
#import bevy_sprite::mesh2d_view_types
[[group(0), binding(0)]]
var<uniform> view: View;

View file

@ -1,4 +1,4 @@
#define_import_path bevy_sprite::mesh2d_view_bind_group
#define_import_path bevy_sprite::mesh2d_view_types
struct View {
view_proj: mat4x4<f32>;

View file

@ -209,10 +209,9 @@ type DrawColoredMesh2d = (
// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
const COLORED_MESH2D_SHADER: &str = r"
// Import the standard 2d mesh uniforms and set their bind groups
#import bevy_sprite::mesh2d_view_bind_group
[[group(0), binding(0)]]
var<uniform> view: View;
#import bevy_sprite::mesh2d_struct
#import bevy_sprite::mesh2d_types
#import bevy_sprite::mesh2d_view_bindings
[[group(1), binding(0)]]
var<uniform> mesh: Mesh2d;