#import bevy_sprite::mesh2d_view_bind_group [[group(0), binding(0)]] var view: View; struct Vertex { //[[location(0)]] color: vec4; [[location(0)]] place: vec3; [[location(1)]] color: u32; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] color: vec4; }; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = view.view_proj * vec4(vertex.place, 1.0); var r = f32(vertex.color & 255u) / 255.0; var g = f32(vertex.color >> 8u & 255u) / 255.0; var b = f32(vertex.color >> 16u & 255u) / 255.0; var a = f32(vertex.color >> 24u & 255u) / 255.0; out.color = vec4(r, g, b, a); return out; } [[stage(fragment)]] fn fragment(in: VertexOutput) -> [[location(0)]] vec4 { return in.color; }