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animate_shader.rs
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animate_shader.rs
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//! A shader that uses dynamic data like the time since startup.
//! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import.
use bevy::{prelude::*, reflect::TypeUuid, render::render_resource::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// cube
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: materials.add(CustomMaterial {}),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "a3d71c04-d054-4946-80f8-ba6cfbc90cad"]
struct CustomMaterial {}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/animate_shader.wgsl".into()
}
}