//! A shader that uses dynamic data like the time since startup. //! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import. use bevy::{ prelude::*, reflect::TypePath, render::render_resource::{AsBindGroup, ShaderRef}, }; /// This example uses a shader source file from the assets subdirectory const SHADER_ASSET_PATH: &str = "shaders/animate_shader.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // cube commands.spawn(MaterialMeshBundle { mesh: meshes.add(Cuboid::default()), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(CustomMaterial {}), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] struct CustomMaterial {} impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } }