#version 450 layout(location = 0) in vec2 v_Uv; layout(location = 0) out vec4 o_Target; layout(set = 2, binding = 0) uniform vec4 CustomMaterial_color; layout(set = 2, binding = 1) uniform texture2D CustomMaterial_texture; layout(set = 2, binding = 2) uniform sampler CustomMaterial_sampler; // wgsl modules can be imported and used in glsl // FIXME - this doesn't work any more ... // #import bevy_pbr::pbr_functions as PbrFuncs void main() { // o_Target = PbrFuncs::tone_mapping(Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv)); o_Target = CustomMaterial_color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv); }