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shader_material_screenspace_texture.rs
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shader_material_screenspace_texture.rs
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//! A shader that samples a texture with view-independent UV coordinates.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.run();
}
#[derive(Component)]
struct MainCamera;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut custom_materials: ResMut<Assets<CustomMaterial>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: standard_materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
..default()
});
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Cuboid::default()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: custom_materials.add(CustomMaterial {
texture: asset_server.load(
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
),
}),
..default()
});
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
MainCamera,
));
}
fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
let cam_transform = camera.single_mut().into_inner();
cam_transform.rotate_around(
Vec3::ZERO,
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
);
cam_transform.look_at(Vec3::ZERO, Vec3::Y);
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[texture(0)]
#[sampler(1)]
texture: Handle<Image>,
}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material_screenspace_texture.wgsl".into()
}
}