bevy_infinite_grid 0.11.0

A 3D infinite grid for Bevy
Documentation
#import bevy_pbr::mesh_functions::{mesh_position_local_to_clip, get_model_matrix}
#import bevy_pbr::mesh_types::Mesh
#import bevy_render::view::View

@group(0) @binding(0) var<uniform> view: View;

#import bevy_pbr::mesh_bindings

#import bevy_pbr::skinning

#import bevy_pbr::pbr_bindings

struct Vertex {
    @location(0) position: vec3<f32>,
#ifdef SKINNED
    @location(4) joint_indices: vec4<u32>,
    @location(5) joint_weights: vec4<f32>,
#endif
    @builtin(instance_index) instance_index: u32,
};

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
};

@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
    let model = bevy_pbr::skinning::skin_model(vertex.joint_indices, vertex.joint_weights);
#else
    let model = get_model_matrix(vertex.instance_index);
#endif

    var out: VertexOutput;
    out.clip_position = mesh_position_local_to_clip(model, vec4(vertex.position, 1.0));
    return out;
}

@fragment
fn fragment() -> @location(0) f32 {
    return 1.0;
}