use bevy::prelude::*; fn main() { App::build() .add_default_plugins() .add_asset::() .add_startup_system(setup.system()) .run(); } #[derive(Uniforms, Default)] struct MyMaterial { pub color: Color, } fn setup( command_buffer: &mut CommandBuffer, mut pipelines: ResourceMut>, mut shaders: ResourceMut>, mut meshes: ResourceMut>, mut materials: ResourceMut>, mut render_graph: ResourceMut, ) { // create new shader pipeline and add to main pass in Render Graph let pipeline_handle = { let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages { vertex: shaders.add(Shader::from_glsl( ShaderStage::Vertex, r#" #version 450 layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform Camera { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Object { mat4 Model; }; void main() { gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0); } "#, )), fragment: Some(shaders.add(Shader::from_glsl( ShaderStage::Fragment, r#" #version 450 layout(location = 0) out vec4 o_Target; layout(set = 1, binding = 1) uniform MyMaterial_color { vec4 color; }; void main() { o_Target = color; } "#, ))), })); render_graph .add_system_node("my_material", AssetUniformNode::::new(true)); let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap(); main_pass.add_pipeline( pipeline_handle, vec![Box::new(draw_target::AssignedMeshesDrawTarget)], ); pipeline_handle }; // create materials let material = materials.add(MyMaterial { color: Color::rgb(0.0, 0.8, 0.0), }); let cube_handle = meshes.add(Mesh::from(shape::Cube)); command_buffer .build() // cube .add_entity(MeshMaterialEntity:: { mesh: cube_handle, renderable: Renderable { pipelines: vec![pipeline_handle], ..Default::default() }, material, translation: Translation::new(0.0, 0.0, 0.0), ..Default::default() }) // camera .add_entity(CameraEntity { local_to_world: LocalToWorld(Mat4::look_at_rh( Vec3::new(3.0, 8.0, 5.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ..Default::default() }); }