1//! A shader showing how to use the vertex position data to output the 2//! stencil in the right position4// First we import everything we need from bevy_pbr5// A 2d shader would be vevry similar but import from bevy_sprite instead6#import bevy_pbr::{7 mesh_functions,8 view_transformations::position_world_to_clip9}11struct Vertex {12 // This is needed if you are using batching and/or gpu preprocessing13 // It's a built in so you don't need to define it in the vertex layout14 @builtin(instance_index) instance_index: u32,15 // Like we defined for the vertex layout16 // position is at location 017 @location(0) position: vec3<f32>,18};20// This is the output of the vertex shader and we also use it as the input for the fragment shader21struct VertexOutput {22 @builtin(position) clip_position: vec4<f32>,23 @location(0) world_position: vec4<f32>,24};26@vertex27fn vertex(vertex: Vertex) -> VertexOutput {28 var out: VertexOutput;29 // This is how bevy computes the world position30 // The vertex.instance_index is very important. Especially if you are using batching and gpu preprocessing31 var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);32 out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0));33 out.clip_position = position_world_to_clip(out.world_position.xyz);34 return out;35}37@fragment38fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {39 // Output a red color to represent the stencil of the mesh40 return vec4(1.0, 0.0, 0.0, 1.0);41}