animate_shader/
animate_shader.rs1use bevy::{
5 prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
6};
7
8const SHADER_ASSET_PATH: &str = "shaders/animate_shader.wgsl";
10
11fn main() {
12 App::new()
13 .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
14 .add_systems(Startup, setup)
15 .run();
16}
17
18fn setup(
19 mut commands: Commands,
20 mut meshes: ResMut<Assets<Mesh>>,
21 mut materials: ResMut<Assets<CustomMaterial>>,
22) {
23 commands.spawn((
25 Mesh3d(meshes.add(Cuboid::default())),
26 MeshMaterial3d(materials.add(CustomMaterial {})),
27 Transform::from_xyz(0.0, 0.5, 0.0),
28 ));
29
30 commands.spawn((
32 Camera3d::default(),
33 Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
34 ));
35}
36
37#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
38struct CustomMaterial {}
39
40impl Material for CustomMaterial {
41 fn fragment_shader() -> ShaderRef {
42 SHADER_ASSET_PATH.into()
43 }
44}