cleanup custom material
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@@ -1,11 +0,0 @@
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#import bevy_pbr::forward_io::VertexOutput
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@group(2) @binding(1) var material_color_texture: texture_2d<f32>;
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@group(2) @binding(2) var material_color_sampler: sampler;
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@fragment
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fn fragment(
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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return textureSample(material_color_texture, material_color_sampler, mesh.uv);
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}
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@@ -1,2 +0,0 @@
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// this is made available to the importing module
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const COLOR_MULTIPLIER: vec4<f32> = vec4<f32>(1.0, 1.0, 1.0, 0.5);
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34
src/main.rs
34
src/main.rs
@@ -1,7 +1,6 @@
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use bevy::core_pipeline::tonemapping::Tonemapping;
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use bevy::math::*;
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use bevy::prelude::*;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy_flycam::prelude::*;
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use bevy_trenchbroom::prelude::*;
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@@ -18,23 +17,6 @@ pub struct MyBaseClass {
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pub my_value: u32,
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}
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const SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl";
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#[derive(Asset, Reflect, Default, 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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impl Material 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 main() {
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let mut app = App::new();
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@@ -44,22 +26,6 @@ fn main() {
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// bevy_flycam setup so we can get a closer look at the scene, mainly for debugging
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app.add_plugins(PlayerPlugin);
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// app.add_plugins(
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// MaterializePlugin::new(TomlMaterialDeserializer).with_simple_loader_settings(Some(
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// SimpleGenericMaterialLoaderSettings {
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// material: |image| {
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// CustomMaterial {
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// color_texture: Some(image),
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// ..Default::default()
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// }
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// .into()
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// },
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// ..Default::default()
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// },
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// )),
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// );
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// app.add_plugins(MaterialPlugin::<CustomMaterial>::default());
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// app.register_generic_material::<CustomMaterial>();
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app.insert_resource(MovementSettings {
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sensitivity: 0.00005,
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