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;
}