#import bevy_sprite::mesh2d_functions as mesh_functions #import bevy_sprite::mesh2d_bindings mesh #import bevy_sprite::mesh2d_vertex_output VertexOutput #import bevy_sprite::mesh2d_view_bindings view #ifdef TONEMAP_IN_SHADER #import bevy_core_pipeline::tonemapping #endif struct Vertex { @builtin(instance_index) instance_index: u32, #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 }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; #ifdef VERTEX_UVS out.uv = vertex.uv; #endif #ifdef VERTEX_POSITIONS var model = mesh_functions::get_model_matrix(vertex.instance_index); out.world_position = mesh_functions::mesh2d_position_local_to_world( model, vec4(vertex.position, 1.0) ); out.position = mesh_functions::mesh2d_position_world_to_clip(out.world_position); #endif #ifdef VERTEX_NORMALS out.world_normal = mesh_functions::mesh2d_normal_local_to_world(vertex.normal, vertex.instance_index); #endif #ifdef VERTEX_TANGENTS out.world_tangent = mesh_functions::mesh2d_tangent_local_to_world( model, vertex.tangent ); #endif #ifdef VERTEX_COLORS out.color = vertex.color; #endif return out; } @fragment fn fragment( in: VertexOutput, ) -> @location(0) vec4 { #ifdef VERTEX_COLORS var color = in.color; #ifdef TONEMAP_IN_SHADER color = bevy_core_pipeline::tonemapping::tone_mapping(color, view.color_grading); #endif return color; #else return vec4(1.0, 0.0, 1.0, 1.0); #endif }