#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;
}