The examples won't work when copy-pasted to another project, without also copying their shader files. This change adds constants at the top of the files to bring attention to the dependencies. Follow up to [#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses dynamic data like the time since startup.
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//! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import.
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use bevy::{
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    prelude::*,
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    reflect::TypePath,
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    render::render_resource::{AsBindGroup, ShaderRef},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/animate_shader.wgsl";
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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    // cube
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Cuboid::default()),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        material: materials.add(CustomMaterial {}),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {}
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impl Material for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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