//! A shader that uses the GLSL shading language. use bevy::{ pbr::{MaterialPipeline, MaterialPipelineKey}, prelude::*, reflect::TypePath, render::{ mesh::MeshVertexBufferLayoutRef, render_resource::{ AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError, }, }, }; /// This example uses shader source files from the assets subdirectory const VERTEX_SHADER_ASSET_PATH: &str = "shaders/custom_material.vert"; const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.frag"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, asset_server: Res, ) { // cube commands.spawn(MaterialMeshBundle { mesh: meshes.add(Cuboid::default()), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(CustomMaterial { color: LinearRgba::BLUE, color_texture: Some(asset_server.load("branding/icon.png")), alpha_mode: AlphaMode::Blend, }), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } // This is the struct that will be passed to your shader #[derive(Asset, TypePath, AsBindGroup, Clone)] struct CustomMaterial { #[uniform(0)] color: LinearRgba, #[texture(1)] #[sampler(2)] color_texture: Option>, alpha_mode: AlphaMode, } /// The Material trait is very configurable, but comes with sensible defaults for all methods. /// You only need to implement functions for features that need non-default behavior. See the Material api docs for details! /// When using the GLSL shading language for your shader, the specialize method must be overridden. impl Material for CustomMaterial { fn vertex_shader() -> ShaderRef { VERTEX_SHADER_ASSET_PATH.into() } fn fragment_shader() -> ShaderRef { FRAGMENT_SHADER_ASSET_PATH.into() } fn alpha_mode(&self) -> AlphaMode { self.alpha_mode } // Bevy assumes by default that vertex shaders use the "vertex" entry point // and fragment shaders use the "fragment" entry point (for WGSL shaders). // GLSL uses "main" as the entry point, so we must override the defaults here fn specialize( _pipeline: &MaterialPipeline, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, _key: MaterialPipelineKey, ) -> Result<(), SpecializedMeshPipelineError> { descriptor.vertex.entry_point = "main".into(); descriptor.fragment.as_mut().unwrap().entry_point = "main".into(); Ok(()) } }