#import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_struct struct Vertex { [[location(0)]] position: vec3; }; [[group(1), binding(0)]] var mesh: Mesh; struct VertexOutput { [[builtin(position)]] clip_position: vec4; }; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { let world_position = mesh.model * vec4(vertex.position, 1.0); var out: VertexOutput; out.clip_position = view.view_proj * world_position; return out; } [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4 { return vec4(1.0, 1.0, 1.0, 1.0); }