1#import bevy_pbr::mesh_view_bindings 2#import bevy_pbr::mesh_bindings 5#import bevy_pbr::mesh_functions 8 @location(0) position: vec3<f32>, 9 @location(1) normal: vec3<f32>, 11 @location(2) uv: vec2<f32>, 14 @location(3) tangent: vec4<f32>, 17 @location(4) color: vec4<f32>, 20 @location(5) joint_indices: vec4<u32>, 21 @location(6) joint_weights: vec4<f32>, 26 @builtin(position) clip_position: vec4<f32>, 27 #import bevy_pbr::mesh_vertex_output 31fn vertex(vertex: Vertex) -> VertexOutput { 32 var out: VertexOutput; 34 var model = skin_model(vertex.joint_indices, vertex.joint_weights); 35 out.world_normal = skin_normals(model, vertex.normal); 37 var model = mesh.model; 38 out.world_normal = mesh_normal_local_to_world(vertex.normal); 40 out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0)); 45 out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent); 48 out.color = vertex.color; 51 out.clip_position = mesh_position_world_to_clip(out.world_position); 56 @builtin(front_facing) is_front: bool, 57 #import bevy_pbr::mesh_vertex_output 61fn fragment(in: FragmentInput) -> @location(0) vec4<f32> { 65 return vec4<f32>(1.0, 0.0, 1.0, 1.0);