//! A shader that uses dynamic data like the time since startup. //! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import. use bevy::{ prelude::*, reflect::{TypePath, TypeUuid}, render::render_resource::*, }; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // cube commands.spawn(MaterialMeshBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(CustomMaterial {}), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } #[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)] #[uuid = "a3d71c04-d054-4946-80f8-ba6cfbc90cad"] struct CustomMaterial {} impl Material for CustomMaterial { fn fragment_shader() -> ShaderRef { "shaders/animate_shader.wgsl".into() } }