#import bevy_pbr::{ mesh_functions, view_transformations::position_world_to_clip } @group(3) @binding(0) var texture: texture_2d; @group(3) @binding(1) var texture_sampler: sampler; struct Vertex { @builtin(instance_index) instance_index: u32, @location(0) position: vec3, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) world_position: vec4, @location(1) color: vec4, }; @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; // Lookup the tag for the given mesh let tag = mesh_functions::get_tag(vertex.instance_index); 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); let tex_dim = textureDimensions(texture); // Find the texel coordinate as derived from the tag let texel_coord = vec2(tag % tex_dim.x, tag / tex_dim.x); out.color = textureLoad(texture, texel_coord, 0); return out; } @fragment fn fragment( mesh: VertexOutput, ) -> @location(0) vec4 { return mesh.color; }