#import bevy_pbr::mesh_types #import bevy_pbr::mesh_view_bindings [[group(1), binding(0)]] var mesh: Mesh; // NOTE: Bindings must come before functions that use them! #import bevy_pbr::mesh_functions struct Vertex { [[location(0)]] position: vec3; [[location(1)]] normal: vec3; [[location(2)]] uv: vec2; }; struct VertexOutput { [[builtin(position)]] clip_position: 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)); return out; } [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4 { var color = vec4(0.0, 0.0, 1.0, 1.0); # ifdef IS_RED color = vec4(1.0, 0.0, 0.0, 1.0); # endif return color; }