#import bevy_pbr::mesh_struct
// NOTE: Keep in sync with pbr.wgsl
struct View {
view_proj: mat4x4<f32>;
view: mat4x4<f32>;
inverse_view: mat4x4<f32>;
projection: mat4x4<f32>;
world_position: vec3<f32>;
near: f32;
far: f32;
width: f32;
height: f32;
};
[[group(0), binding(0)]]
var<uniform> view: View;
[[group(1), binding(0)]]
var<uniform> mesh: Mesh;
#ifdef SKINNED
[[group(1), binding(1)]]
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif
struct Vertex {
[[location(0)]] position: vec3<f32>;
#ifdef SKINNED
[[location(4)]] joint_indices: vec4<u32>;
[[location(5)]] joint_weights: vec4<f32>;
#endif
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
};
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
let model = skin_model(vertex.joint_indices, vertex.joint_weights);
#else
let model = mesh.model;
#endif
var out: VertexOutput;
out.clip_position = view.view_proj * model * vec4<f32>(vertex.position, 1.0);
return out;
}
[[stage(fragment)]]
fn fragment() -> [[location(0)]] f32 {
return 1.0;
}