A shader that uses the GLSL shading language.
use bevy::{
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};
/// This example uses shader source files from the assets subdirectory
const VERTEX_SHADER_ASSET_PATH: &str = "shaders/custom_material.vert";
const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.frag";
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(CustomMaterial {
color: LinearRgba::BLUE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Blend,
})),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Clone)]
struct CustomMaterial {
#[uniform(0)]
color: LinearRgba,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
/// The Material trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
/// When using the GLSL shading language for your shader, the specialize method must be overridden.
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
VERTEX_SHADER_ASSET_PATH.into()
}
fn fragment_shader() -> ShaderRef {
FRAGMENT_SHADER_ASSET_PATH.into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 clip_from_world;
// Other attributes exist that can be described here.
// See full definition in: crates/bevy_render/src/view/view.wgsl
// Attributes added here must be in the same order as they are defined
// in view.wgsl, and they must be contiguous starting from the top to
// ensure they have the same layout.
//
// Needing to maintain this mapping yourself is one of the harder parts of using
// GLSL with Bevy. WGSL provides a much better user experience!
} camera_view;
struct Mesh {
mat3x4 Model;
mat4 InverseTransposeModel;
uint flags;
};
#ifdef PER_OBJECT_BUFFER_BATCH_SIZE
layout(set = 2, binding = 0) uniform Mesh Meshes[#{PER_OBJECT_BUFFER_BATCH_SIZE}];
#else
layout(set = 2, binding = 0) readonly buffer _Meshes {
Mesh Meshes[];
};
#endif // PER_OBJECT_BUFFER_BATCH_SIZE
mat4 affine_to_square(mat3x4 affine) {
return transpose(mat4(
affine[0],
affine[1],
affine[2],
vec4(0.0, 0.0, 0.0, 1.0)
));
}
void main() {
v_Uv = Vertex_Uv;
gl_Position = camera_view.clip_from_world
* affine_to_square(Meshes[gl_InstanceIndex].Model)
* vec4(Vertex_Position, 1.0);
}#version 450
layout(location = 0) in vec2 v_Uv;
layout(location = 0) out vec4 o_Target;
layout(set = 3, binding = 0) uniform vec4 CustomMaterial_color;
layout(set = 3, binding = 1) uniform texture2D CustomMaterial_texture;
layout(set = 3, binding = 2) uniform sampler CustomMaterial_sampler;
// wgsl modules can be imported and used in glsl
// FIXME - this doesn't work any more ...
// #import bevy_pbr::pbr_functions as PbrFuncs
void main() {
// o_Target = PbrFuncs::tone_mapping(Color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv));
o_Target = CustomMaterial_color * texture(sampler2D(CustomMaterial_texture,CustomMaterial_sampler), v_Uv);
}