#import bevy_sprite::{ mesh2d_view_bindings::globals, mesh2d_functions::{get_world_from_local, mesh2d_position_local_to_clip}, } struct Vertex { @builtin(instance_index) instance_index: u32, @location(0) position: vec3<f32>, @location(1) color: vec4<f32>, @location(2) barycentric: vec3<f32>, }; struct VertexOutput { @builtin(position) clip_position: vec4<f32>, @location(0) color: vec4<f32>, @location(1) barycentric: vec3<f32>, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; let world_from_local = get_world_from_local(vertex.instance_index); out.clip_position = mesh2d_position_local_to_clip(world_from_local, vec4<f32>(vertex.position, 1.0)); out.color = vertex.color; out.barycentric = vertex.barycentric; return out; } struct FragmentInput { @location(0) color: vec4<f32>, @location(1) barycentric: vec3<f32>, }; @fragment fn fragment(input: FragmentInput) -> @location(0) vec4<f32> { let d = min(input.barycentric.x, min(input.barycentric.y, input.barycentric.z)); let t = 0.05 * (0.85 + sin(5.0 * globals.time)); return mix(vec4(1.0,1.0,1.0,1.0), input.color, smoothstep(t, t+0.01, d)); }