1#import bevy_pbr::mesh_types 2#import bevy_pbr::mesh_view_bindings 5var<uniform> mesh: Mesh; 9var<uniform> joint_matrices: SkinnedMesh; 10#import bevy_pbr::skinning 14#import bevy_pbr::mesh_functions 17 @location(0) position: vec3<f32>, 19 @location(4) joint_indexes: vec4<u32>, 20 @location(5) joint_weights: vec4<f32>, 25 @builtin(position) clip_position: vec4<f32>, 29fn vertex(vertex: Vertex) -> VertexOutput { 31 let model = skin_model(vertex.joint_indexes, vertex.joint_weights); 33 let model = mesh.model; 36 var out: VertexOutput; 37 out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0)); 42fn fragment() -> @location(0) vec4<f32> { 43 return vec4<f32>(1.0, 1.0, 1.0, 1.0);