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https://github.com/bevyengine/bevy
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435d9bc02c
The examples won't work when copy-pasted to another project, without also copying their shader files. This change adds constants at the top of the files to bring attention to the dependencies. Follow up to [#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
82 lines
2.3 KiB
Rust
82 lines
2.3 KiB
Rust
//! A shader that samples a texture with view-independent UV coordinates.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_material_screenspace_texture.wgsl";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.run();
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}
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#[derive(Component)]
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struct MainCamera;
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut custom_materials: ResMut<Assets<CustomMaterial>>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: standard_materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn(MaterialMeshBundle {
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mesh: meshes.add(Cuboid::default()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: custom_materials.add(CustomMaterial {
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texture: asset_server.load(
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"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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),
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}),
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..default()
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});
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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MainCamera,
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));
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}
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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let cam_transform = camera.single_mut().into_inner();
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cam_transform.rotate_around(
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Vec3::ZERO,
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Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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);
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cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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#[texture(0)]
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#[sampler(1)]
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texture: Handle<Image>,
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}
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impl Material for CustomMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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