#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 }; struct VertexOutput { @builtin(position) clip_position: vec4, #import bevy_pbr::mesh_vertex_output }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; #ifdef VERTEX_NORMALS #ifdef SKINNED var model = skin_model(vertex.joint_indices, vertex.joint_weights); out.world_normal = skin_normals(model, vertex.normal); #else var model = mesh.model; 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 { @builtin(front_facing) is_front: bool, #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 }