#import bevy_pbr::mesh_view_bindings #import bevy_pbr::mesh_bindings struct CustomMaterial { color: vec4, }; @group(1) @binding(0) var material: CustomMaterial; // NOTE: Bindings must come before functions that use them! #import bevy_pbr::mesh_functions struct Vertex { @location(0) position: vec3, @location(1) blend_color: vec4, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) blend_color: vec4, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip(mesh.model, vec4(vertex.position, 1.0)); out.blend_color = vertex.blend_color; return out; } struct FragmentInput { @location(0) blend_color: vec4, }; @fragment fn fragment(input: FragmentInput) -> @location(0) vec4 { return material.color * input.blend_color; }