use bevy::prelude::*; use bevy_derive::Uniforms; #[derive(Uniforms, Default)] struct MyMaterial { pub color: Color, #[uniform(ignore, shader_def)] pub always_red: bool, } fn main() { AppBuilder::new() .add_defaults() .setup_world(setup) .setup_render_graph(|builder, pipeline_storage, shader_storage| { builder .add_resource_provider(UniformResourceProvider::::new()) .add_pipeline_to_pass( resource_name::pass::MAIN, pipeline_storage, PipelineDescriptor::build( shader_storage, Shader::from_glsl( ShaderStage::Vertex, r#" #version 450 layout(location = 0) in vec4 a_Pos; layout(location = 0) out vec4 v_Position; layout(set = 0, binding = 0) uniform Camera { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Object { mat4 Model; }; void main() { v_Position = Model * a_Pos; gl_Position = ViewProj * v_Position; } "#, ), ) .with_fragment_shader(Shader::from_glsl( ShaderStage::Fragment, r#" #version 450 layout(location = 0) in vec4 v_Position; layout(location = 0) out vec4 o_Target; layout(set = 1, binding = 1) uniform MyMaterial_color { vec4 color; }; void main() { o_Target = color; # ifdef MY_MATERIAL_ALWAYS_RED o_Target = vec4(0.8, 0.0, 0.0, 1.0); # endif } "#, )) .with_standard_config() .finish(), ) }) .run(); } fn setup(world: &mut World, resources: &mut Resources) { let mut mesh_storage = resources.get_mut::>().unwrap(); let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube)); world .build() // cube .add_entity(MeshMaterialEntity:: { mesh: cube_handle, renderable: Renderable { pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner ..Default::default() }, material: MyMaterial { color: Color::rgb(0.0, 0.8, 0.0).into(), always_red: false, }, translation: Translation::new(-2.0, 0.0, 0.0), ..Default::default() }) // cube .add_entity(MeshMaterialEntity:: { mesh: cube_handle, renderable: Renderable { pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner ..Default::default() }, material: MyMaterial { color: Color::rgb(0.0, 0.0, 0.0).into(), always_red: true, }, translation: Translation::new(2.0, 0.0, 0.0), ..Default::default() }) // camera .add_entity(CameraEntity { camera: Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, }), active_camera: ActiveCamera, local_to_world: LocalToWorld(Mat4::look_at_rh( Vec3::new(3.0, 8.0, 5.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), }) .build(); }