use bevy::{
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::*,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
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()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
#[uuid = "a3d71c04-d054-4946-80f8-ba6cfbc90cad"]
struct CustomMaterial {}
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/animate_shader.wgsl".into()
}
}