use bevy::{
core_pipeline::fullscreen_material::{FullscreenMaterial, FullscreenMaterialPlugin},
prelude::*,
render::{extract_component::ExtractComponent, render_resource::ShaderType},
shader::ShaderRef,
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
FullscreenMaterialPlugin::<FullscreenEffect>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, update_intensity)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)).looking_at(Vec3::default(), Vec3::Y),
FullscreenEffect::new(FullscreenEffect::MAX_INTENSITY),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::default(),
));
commands.spawn(DirectionalLight {
illuminance: 1_000.,
..default()
});
}
fn update_intensity(effects: Query<&mut FullscreenEffect>, time: Res<Time>) {
for mut effect in effects {
let phase = time.elapsed_secs() * FullscreenEffect::FREQUENCY;
let mut intensity = ops::sin(phase);
intensity = (intensity + 1.0) / 2.0;
effect.intensity = intensity * FullscreenEffect::MAX_INTENSITY;
}
}
#[derive(Component, ExtractComponent, Clone, Copy, ShaderType, Default)]
struct FullscreenEffect {
intensity: f32,
#[cfg(feature = "webgl2")]
_webgl2_padding: Vec3,
}
impl FullscreenEffect {
const FREQUENCY: f32 = 2.0;
const MAX_INTENSITY: f32 = 0.015;
fn new(intensity: f32) -> Self {
Self {
intensity,
..Default::default()
}
}
}
impl FullscreenMaterial for FullscreenEffect {
fn fragment_shader() -> ShaderRef {
"shaders/fullscreen_effect.wgsl".into()
}
}