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1//! Very simple shader used to demonstrate how to get the world position and pass data
2//! between the vertex and fragment shader. Also shows the custom vertex layout.
4// First we import everything we need from bevy_pbr
5// A 2d shader would be vevry similar but import from bevy_sprite instead
6#import bevy_pbr::{
7 mesh_functions,
8 view_transformations::position_world_to_clip
9}
11struct Vertex {
12 // This is needed if you are using batching and/or gpu preprocessing
13 // It's a built in so you don't need to define it in the vertex layout
14 @builtin(instance_index) instance_index: u32,
15 // Like we defined for the vertex layout
16 // position is at location 0
17 @location(0) position: vec3<f32>,
18 // and color at location 1
19 @location(1) color: vec4<f32>,
20};
22// This is the output of the vertex shader and we also use it as the input for the fragment shader
23struct VertexOutput {
24 @builtin(position) clip_position: vec4<f32>,
25 @location(0) world_position: vec4<f32>,
26 @location(1) color: vec3<f32>,
27};
29@vertex
30fn vertex(vertex: Vertex) -> VertexOutput {
31 var out: VertexOutput;
32 // This is how bevy computes the world position
33 // The vertex.instance_index is very important. Esepecially if you are using batching and gpu preprocessing
34 var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
35 out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));
36 out.clip_position = position_world_to_clip(out.world_position.xyz);
38 // We just use the raw vertex color
39 out.color = vertex.color.rgb;
41 return out;
44@fragment
45fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
46 // output the color directly
47 return vec4(in.color, 1.0);
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