3import bevy_pbr::render::mesh_functions::{get_world_from_local, mesh_position_local_to_clip}; 8@group(constants::MATERIAL_BIND_GROUP) @binding(0) var<uniform> material: CustomMaterial; 11 @builtin(instance_index) instance_index: u32, 12 @location(0) position: vec3<f32>, 13 @location(1) blend_color: vec4<f32>, 17 @builtin(position) clip_position: vec4<f32>, 18 @location(0) blend_color: vec4<f32>, 22fn vertex(vertex: Vertex) -> VertexOutput { 23 var out: VertexOutput; 24 out.clip_position = mesh_position_local_to_clip( 25 get_world_from_local(vertex.instance_index), 26 vec4<f32>(vertex.position, 1.0), 28 out.blend_color = vertex.blend_color; 33 @location(0) blend_color: vec4<f32>, 37fn fragment(input: FragmentInput) -> @location(0) vec4<f32> { 38 return material.color * input.blend_color;