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https://github.com/bevyengine/bevy
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fix material shader example
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131
examples/custom_material_shader.rs
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131
examples/custom_material_shader.rs
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use bevy::prelude::*;
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fn main() {
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App::build().add_defaults().setup(setup).run();
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}
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#[derive(Uniforms, Default)]
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struct MyMaterial {
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pub color: Color,
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#[uniform(ignore, shader_def)]
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pub always_red: bool,
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}
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fn add_shader_to_render_graph(resources: &mut Resources) {
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let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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let mut pipelines = resources
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
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render_graph
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.build(&mut pipelines, &mut shaders)
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.add_resource_provider(UniformResourceProvider::<MyMaterial>::new(true))
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.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
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builder
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.with_vertex_shader(Shader::from_glsl(
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ShaderStage::Vertex,
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r#"
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#version 450
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layout(location = 0) in vec4 Vertex_Position;
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layout(location = 0) out vec4 v_Position;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Object {
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mat4 Model;
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};
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void main() {
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v_Position = Model * Vertex_Position;
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gl_Position = ViewProj * v_Position;
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}
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"#,
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))
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.with_fragment_shader(Shader::from_glsl(
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ShaderStage::Fragment,
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r#"
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#version 450
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layout(location = 0) in vec4 v_Position;
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layout(location = 0) out vec4 o_Target;
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layout(set = 1, binding = 1) uniform MyMaterial_color {
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vec4 color;
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};
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void main() {
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o_Target = color;
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# ifdef MYMATERIAL_ALWAYS_RED
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o_Target = vec4(0.8, 0.0, 0.0, 1.0);
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# endif
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}
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"#,
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))
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.with_default_config();
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});
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}
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fn setup(world: &mut World, resources: &mut Resources) {
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// add our shader to the render graph
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add_shader_to_render_graph(resources);
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// create materials
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let mut material_storage = AssetStorage::<MyMaterial>::new();
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let green_material = material_storage.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
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always_red: false,
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});
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let red_material = material_storage.add(MyMaterial {
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color: Color::rgb(0.0, 0.0, 0.0),
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always_red: true,
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});
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resources.insert(material_storage);
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// batch materials to improve performance
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let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
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asset_batchers.batch_types2::<Mesh, MyMaterial>();
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// get a handle to our newly created shader pipeline
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let mut pipeline_storage = resources
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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let pipeline_handle = pipeline_storage.get_named("MyMaterial").unwrap();
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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world
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.build()
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
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pipelines: vec![pipeline_handle],
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..Default::default()
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},
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material: green_material,
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translation: Translation::new(-2.0, 0.0, 0.0),
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..Default::default()
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})
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
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pipelines: vec![pipeline_handle],
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..Default::default()
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},
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material: red_material,
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translation: Translation::new(2.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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..Default::default()
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})
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.build();
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}
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