1#import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip} 4 @location(0) position: vec3<f32>, 5 @location(1) normal: vec3<f32>, 6 @location(2) uv: vec2<f32>, 8 @location(3) i_pos_scale: vec4<f32>, 9 @location(4) i_color: vec4<f32>, 13 @builtin(position) clip_position: vec4<f32>, 14 @location(0) color: vec4<f32>, 18fn vertex(vertex: Vertex) -> VertexOutput { 19 let position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz; 20 var out: VertexOutput; 25 out.clip_position = mesh_position_local_to_clip( 26 get_world_from_local(0u), 27 vec4<f32>(position, 1.0) 29 out.color = vertex.i_color; 34fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {