1import bevy_pbr::render::forward_io::VertexOutput;3struct CustomMaterial {4 color: vec4<f32>,5};7@group(constants::MATERIAL_BIND_GROUP) @binding(0) var<uniform> material: CustomMaterial;9@fragment10fn fragment(11 mesh: VertexOutput,12) -> @location(0) vec4<f32> {13 @if(IS_RED)14 return vec4<f32>(1.0, 0.0, 0.0, 1.0);15 @else16 return material.color;17}