//! A shader that uses the GLSL shading language. use bevy::{ pbr::{MaterialPipeline, MaterialPipelineKey}, prelude::*, reflect::TypeUuid, render::{ mesh::MeshVertexBufferLayout, render_resource::{ AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError, }, }, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(MaterialPlugin::::default()) .add_startup_system(setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // cube commands.spawn().insert_bundle(MaterialMeshBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), transform: Transform::from_xyz(0.0, 0.5, 0.0), material: materials.add(CustomMaterial { color: Color::GREEN, }), ..default() }); // camera commands.spawn_bundle(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } #[derive(AsBindGroup, Clone, TypeUuid)] #[uuid = "4ee9c363-1124-4113-890e-199d81b00281"] pub struct CustomMaterial { #[uniform(0)] color: Color, } impl Material for CustomMaterial { fn vertex_shader() -> ShaderRef { "shaders/custom_material.vert".into() } fn fragment_shader() -> ShaderRef { "shaders/custom_material.frag".into() } // Bevy assumes by default that vertex shaders use the "vertex" entry point // and fragment shaders use the "fragment" entry point (for WGSL shaders). // GLSL uses "main" as the entry point, so we must override the defaults here fn specialize( _pipeline: &MaterialPipeline, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayout, _key: MaterialPipelineKey, ) -> Result<(), SpecializedMeshPipelineError> { descriptor.vertex.entry_point = "main".into(); descriptor.fragment.as_mut().unwrap().entry_point = "main".into(); Ok(()) } }