bevylder 0.1.0

Voxels brought to bevy
Documentation
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct

struct Vertex {
    [[location(0)]] position: vec3<f32>;
#ifdef SKINNED
    [[location(4)]] joint_indexes: vec4<u32>;
    [[location(5)]] joint_weights: vec4<f32>;
#endif
};

[[group(1), binding(0)]]
var<uniform> mesh: Mesh;

struct VertexOutput {
    [[builtin(position)]] clip_position: vec4<f32>;
};

#ifdef SKINNED
[[group(1), binding(1)]]
var<uniform> joint_matrices: SkinnedMesh;
#import bevy_pbr::skinning
#endif

[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
    let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
#else
    let model = mesh.model;
#endif

    let world_position = model * vec4<f32>(vertex.position, 1.0);
    var out: VertexOutput;
    out.clip_position = view.view_proj * world_position;

    return out;
}

[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
    return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}