#import bevy_pbr::mesh_view_bindings #import bevy_pbr::mesh_bindings struct CustomMaterial { color: vec4; }; [[group(1), binding(0)]] var material: CustomMaterial; // NOTE: Bindings must come before functions that use them! #import bevy_pbr::mesh_functions struct Vertex { [[location(0)]] position: vec3; [[location(1)]] blend_color: vec4; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] blend_color: vec4; }; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip(mesh.model, vec4(vertex.position, 1.0)); out.blend_color = vertex.blend_color; return out; } struct FragmentInput { [[location(0)]] blend_color: vec4; }; [[stage(fragment)]] fn fragment(input: FragmentInput) -> [[location(0)]] vec4 { return material.color * input.blend_color; }