#import bevy_pbr::mesh_functions::{get_model_matrix, mesh_position_local_to_clip} struct CustomMaterial { color: vec4, }; @group(1) @binding(0) var material: CustomMaterial; struct Vertex { @builtin(instance_index) instance_index: u32, @location(0) position: vec3, @location(1) blend_color: vec4, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) blend_color: vec4, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip( get_model_matrix(vertex.instance_index), vec4(vertex.position, 1.0), ); out.blend_color = vertex.blend_color; return out; } struct FragmentInput { @location(0) blend_color: vec4, }; @fragment fn fragment(input: FragmentInput) -> @location(0) vec4 { return material.color * input.blend_color; }