Path: blob/main/assets/shaders/custom_vertex_attribute.wgsl
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// For 2d replace `bevy_pbr::mesh_functions` with `bevy_sprite::mesh2d_functions` // and `mesh_position_local_to_clip` with `mesh2d_position_local_to_clip`. #import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip} struct CustomMaterial { color: vec4<f32>, }; @group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material: CustomMaterial; struct Vertex { @builtin(instance_index) instance_index: u32, @location(0) position: vec3<f32>, @location(1) blend_color: vec4<f32>, }; struct VertexOutput { @builtin(position) clip_position: vec4<f32>, @location(0) blend_color: vec4<f32>, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip( get_world_from_local(vertex.instance_index), vec4<f32>(vertex.position, 1.0), ); out.blend_color = vertex.blend_color; return out; } struct FragmentInput { @location(0) blend_color: vec4<f32>, }; @fragment fn fragment(input: FragmentInput) -> @location(0) vec4<f32> { return material.color * input.blend_color; }