#import bevy_pbr::mesh_view_bindings #import bevy_pbr::mesh_bindings // NOTE: Bindings must come before functions that use them! #import bevy_pbr::mesh_functions struct Vertex { #ifdef VERTEX_POSITIONS @location(0) position: vec3, #endif #ifdef VERTEX_NORMALS @location(1) normal: vec3, #endif #ifdef VERTEX_UVS @location(2) uv: vec2, #endif #ifdef VERTEX_TANGENTS @location(3) tangent: vec4, #endif #ifdef VERTEX_COLORS @location(4) color: vec4, #endif #ifdef SKINNED @location(5) joint_indices: vec4, @location(6) joint_weights: vec4, #endif #ifdef MORPH_TARGETS @builtin(vertex_index) index: u32, #endif }; struct VertexOutput { @builtin(position) clip_position: vec4, #import bevy_pbr::mesh_vertex_output }; #ifdef MORPH_TARGETS fn morph_vertex(vertex_in: Vertex) -> Vertex { var vertex = vertex_in; let weight_count = layer_count(); for (var i: u32 = 0u; i < weight_count; i ++) { let weight = weight_at(i); if weight == 0.0 { continue; } vertex.position += weight * morph(vertex.index, position_offset, i); #ifdef VERTEX_NORMALS vertex.normal += weight * morph(vertex.index, normal_offset, i); #endif #ifdef VERTEX_TANGENTS vertex.tangent += vec4(weight * morph(vertex.index, tangent_offset, i), 0.0); #endif } return vertex; } #endif @vertex fn vertex(vertex_no_morph: Vertex) -> VertexOutput { var out: VertexOutput; #ifdef MORPH_TARGETS var vertex = morph_vertex(vertex_no_morph); #else var vertex = vertex_no_morph; #endif #ifdef SKINNED var model = skin_model(vertex.joint_indices, vertex.joint_weights); #else var model = mesh.model; #endif #ifdef VERTEX_NORMALS #ifdef SKINNED out.world_normal = skin_normals(model, vertex.normal); #else out.world_normal = mesh_normal_local_to_world(vertex.normal); #endif #endif #ifdef VERTEX_POSITIONS out.world_position = mesh_position_local_to_world(model, vec4(vertex.position, 1.0)); out.clip_position = mesh_position_world_to_clip(out.world_position); #endif #ifdef VERTEX_UVS out.uv = vertex.uv; #endif #ifdef VERTEX_TANGENTS out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent); #endif #ifdef VERTEX_COLORS out.color = vertex.color; #endif return out; } struct FragmentInput { #import bevy_pbr::mesh_vertex_output }; @fragment fn fragment(in: FragmentInput) -> @location(0) vec4 { #ifdef VERTEX_COLORS return in.color; #else return vec4(1.0, 0.0, 1.0, 1.0); #endif }