use bevy::{ prelude::*, reflect::TypeUuid, render::{ mesh::shape, pipeline::{PipelineDescriptor, RenderPipeline}, render_graph::{base, RenderGraph, RenderResourcesNode}, renderer::RenderResources, shader::{ShaderStage, ShaderStages}, }, }; /// This example shows how to animate a shader, by passing the global `time.seconds_since_startup()` /// via a 'TimeComponent` to the shader. pub fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup.system()) .add_system(animate_shader.system()) .run(); } #[derive(RenderResources, Default, TypeUuid)] #[uuid = "463e4b8a-d555-4fc2-ba9f-4c880063ba92"] struct TimeUniform { value: f32, } const VERTEX_SHADER: &str = r#" #version 450 layout(location = 0) in vec3 Vertex_Position; layout(location = 1) in vec2 Vertex_Uv; layout(location = 0) out vec2 v_Uv; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model; }; void main() { gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0); v_Uv = Vertex_Uv; } "#; const FRAGMENT_SHADER: &str = r#" #version 450 layout(location = 0) in vec2 v_Uv; layout(location = 0) out vec4 o_Target; layout(set = 2, binding = 0) uniform TimeUniform_value { float time; }; void main() { float speed = 0.7; float translation = sin(time * speed); float percentage = 0.6; float threshold = v_Uv.x + translation * percentage; vec3 red = vec3(1., 0., 0.); vec3 blue = vec3(0., 0., 1.); vec3 mixed = mix(red, blue, threshold); o_Target = vec4(mixed, 1.0); } "#; fn setup( mut commands: Commands, mut pipelines: ResMut>, mut shaders: ResMut>, mut meshes: ResMut>, mut render_graph: ResMut, ) { // Create a new shader pipeline. let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages { vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)), fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))), })); // Add a `RenderResourcesNode` to our `RenderGraph`. This will bind `TimeComponent` to our // shader. render_graph.add_system_node( "time_uniform", RenderResourcesNode::::new(true), ); // Add a `RenderGraph` edge connecting our new "time_component" node to the main pass node. This // ensures that "time_component" runs before the main pass. render_graph .add_node_edge("time_uniform", base::node::MAIN_PASS) .unwrap(); // Spawn a quad and insert the `TimeComponent`. commands .spawn_bundle(MeshBundle { mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(5.0, 5.0)))), render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new( pipeline_handle, )]), transform: Transform::from_xyz(0.0, 0.0, 0.0), ..Default::default() }) .insert(TimeUniform { value: 0.0 }); // Spawn a camera. commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); } /// In this system we query for the `TimeComponent` and global `Time` resource, and set /// `time.seconds_since_startup()` as the `value` of the `TimeComponent`. This value will be /// accessed by the fragment shader and used to animate the shader. fn animate_shader(time: Res