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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 very similar but import from bevy_sprite_render instead
6import bevy_pbr::render::{
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 @if(VERTEX_POSITIONS_COMPRESSED)
18 @location(0) compressed_position: vec4<f32>,
19 @else
20 @location(0) position: vec3<f32>,
21 // and color at location 1
22 @if(VERTEX_COLORS)
23 @location(1) color: vec4<f32>,
24};
26/// This is the output of the vertex shader and we also use it as the input for the fragment shader
27struct VertexOutput {
28 @builtin(position) clip_position: vec4<f32>,
29 @location(0) world_position: vec4<f32>,
30 @if(VERTEX_COLORS)
31 @location(1) color: vec3<f32>,
32};
34@vertex
35fn vertex(vertex: Vertex) -> VertexOutput {
36 var out: VertexOutput;
37 // This is how bevy computes the world position
38 // The vertex.instance_index is very important. Especially if you are using batching and gpu preprocessing
39 var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
40@if(VERTEX_POSITIONS_COMPRESSED) {
41 let mesh_metadata = bevy_pbr::render::mesh_functions::get_metadata(vertex.instance_index);
42 let vertex_position = bevy_render::utils::decompress_vertex_position(vertex.compressed_position, mesh_metadata.aabb_center, mesh_metadata.aabb_half_extents);
44@else {
45 let vertex_position = vertex.position;
47 out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex_position, 1.0));
48 out.clip_position = position_world_to_clip(out.world_position.xyz);
50 @if(VERTEX_COLORS)
51 out.color = vertex.color.rgb;
53 return out;
56@fragment
57fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
58 // We just use the raw vertex color if the mesh provides one, otherwise
59 // we fall back to a hardcoded color (e.g. for the rectangle mesh,
60 // which has no vertex color attribute).
61 @if(VERTEX_COLORS)
62 let color = in.color;
63 @else
64 let color = vec3<f32>(1.0, 1.0, 1.0);
66 // output the color directly
67 return vec4(color, 1.0);
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