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use bevy::{ |
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prelude::*, |
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reflect::TypePath, |
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render::render_resource::AsBindGroup, |
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shader::ShaderRef, |
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sprite_render::{AlphaMode2d, Material2d, Material2dPlugin}, |
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}; |
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|
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const SHADER_ASSET_PATH: &str = "shaders/custom_material_2d.wesl"; |
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|
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fn main() { |
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App::new() |
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.add_plugins(( |
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DefaultPlugins, |
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Material2dPlugin::<CustomMaterial>::default(), |
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)) |
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.add_systems(Startup, setup) |
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.run(); |
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} |
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|
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|
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fn setup( |
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mut commands: Commands, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<CustomMaterial>>, |
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asset_server: Res<AssetServer>, |
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) { |
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|
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commands.spawn(Camera2d); |
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|
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|
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commands.spawn(( |
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Mesh2d(meshes.add(Rectangle::default())), |
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MeshMaterial2d(materials.add(CustomMaterial { |
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color: LinearRgba::BLUE, |
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color_texture: Some(asset_server.load("branding/icon.png")), |
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})), |
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Transform::default().with_scale(Vec3::splat(128.)), |
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)); |
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} |
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|
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|
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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struct CustomMaterial { |
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#[uniform(0)] |
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color: LinearRgba, |
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#[texture(1)] |
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#[sampler(2)] |
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color_texture: Option<Handle<Image>>, |
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} |
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|
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|
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impl Material2d for CustomMaterial { |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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|
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fn alpha_mode(&self) -> AlphaMode2d { |
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AlphaMode2d::Mask(0.5) |
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} |
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} |