//! A shader showing how to use the vertex position data to output the //! stencil in the right position // First we import everything we need from bevy_pbr // A 2d shader would be vevry similar but import from bevy_sprite instead #import bevy_pbr::{ mesh_functions, view_transformations::position_world_to_clip } struct Vertex { // This is needed if you are using batching and/or gpu preprocessing // It's a built in so you don't need to define it in the vertex layout @builtin(instance_index) instance_index: u32, // Like we defined for the vertex layout // position is at location 0 @location(0) position: vec3, }; // This is the output of the vertex shader and we also use it as the input for the fragment shader struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) world_position: vec4, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; // This is how bevy computes the world position // The vertex.instance_index is very important. Especially if you are using batching and gpu preprocessing var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index); out.world_position = mesh_functions::mesh_position_local_to_world(world_from_local, vec4(vertex.position, 1.0)); out.clip_position = position_world_to_clip(out.world_position.xyz); return out; } @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { // Output a red color to represent the stencil of the mesh return vec4(1.0, 0.0, 0.0, 1.0); }