#import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_struct struct Vertex { [[location(0)]] position: vec3; [[location(1)]] normal: vec3; [[location(2)]] uv: vec2; #ifdef VERTEX_TANGENTS [[location(3)]] tangent: 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 }; [[group(2), binding(0)]] var mesh: Mesh; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { let world_position = mesh.model * vec4(vertex.position, 1.0); var out: VertexOutput; out.uv = vertex.uv; out.world_position = world_position; out.clip_position = view.view_proj * world_position; out.world_normal = mat3x3( mesh.inverse_transpose_model[0].xyz, mesh.inverse_transpose_model[1].xyz, mesh.inverse_transpose_model[2].xyz ) * vertex.normal; #ifdef VERTEX_TANGENTS out.world_tangent = vec4( mat3x3( mesh.model[0].xyz, mesh.model[1].xyz, mesh.model[2].xyz ) * vertex.tangent.xyz, vertex.tangent.w ); #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); }