Path: blob/main/assets/shaders/custom_material_screenspace_texture.wgsl
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#import bevy_pbr::{ mesh_view_bindings::view, forward_io::VertexOutput, utils::coords_to_viewport_uv, } @group(#{MATERIAL_BIND_GROUP}) @binding(0) var texture: texture_2d<f32>; @group(#{MATERIAL_BIND_GROUP}) @binding(1) var texture_sampler: sampler; @fragment fn fragment( mesh: VertexOutput, ) -> @location(0) vec4<f32> { let viewport_uv = coords_to_viewport_uv(mesh.position.xy, view.viewport); let color = textureSample(texture, texture_sampler, viewport_uv); return color; }