#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 { [[location(0)]] position: vec3; [[location(1)]] normal: vec3; [[location(2)]] uv: vec2; #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; [[location(0)]] world_position: vec4; [[location(1)]] world_normal: vec3; [[location(2)]] uv: vec2; #ifdef VERTEX_TANGENTS [[location(3)]] world_tangent: vec4; #endif #ifdef VERTEX_COLORS [[location(4)]] color: vec4; #endif }; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; #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; #endif out.world_position = mesh_position_local_to_world(model, vec4(vertex.position, 1.0)); out.world_normal = mesh_normal_local_to_world(vertex.normal); out.uv = vertex.uv; #ifdef VERTEX_TANGENTS out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent); #endif #ifdef VERTEX_COLORS out.color = vertex.color; #endif out.clip_position = mesh_position_world_to_clip(out.world_position); return out; } struct FragmentInput { [[builtin(front_facing)]] is_front: bool; [[location(0)]] world_position: vec4; [[location(1)]] world_normal: vec3; [[location(2)]] uv: vec2; #ifdef VERTEX_TANGENTS [[location(3)]] world_tangent: vec4; #endif #ifdef VERTEX_COLORS [[location(4)]] color: vec4; #endif }; [[stage(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 }