#import bevy_sprite::mesh2d_view_bindings #import bevy_sprite::mesh2d_bindings // NOTE: Bindings must come before functions that use them! #import bevy_sprite::mesh2d_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)]] colors: 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)]] colors: vec4; #endif }; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.uv = vertex.uv; out.world_position = mesh2d_position_local_to_world(mesh.model, vec4(vertex.position, 1.0)); out.clip_position = mesh2d_position_world_to_clip(out.world_position); out.world_normal = mesh2d_normal_local_to_world(vertex.normal); #ifdef VERTEX_TANGENTS out.world_tangent = mesh2d_tangent_local_to_world(vertex.tangent); #endif #ifdef VERTEX_COLORS out.colors = vertex.colors; #endif 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 }; [[stage(fragment)]] fn fragment(in: FragmentInput) -> [[location(0)]] vec4 { return vec4(1.0, 0.0, 1.0, 1.0); }