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animate_shader.rs
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animate_shader.rs
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use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
mesh::shape,
pipeline::{PipelineDescriptor, RenderPipeline},
render_graph::{base, RenderGraph, RenderResourcesNode},
renderer::RenderResources,
shader::{ShaderStage, ShaderStages},
},
};
/// This example shows how to animate a shader, by passing the global `time.seconds_since_startup()`
/// via a 'TimeComponent` to the shader.
pub fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(animate_shader)
.run();
}
#[derive(RenderResources, Default, TypeUuid)]
#[uuid = "463e4b8a-d555-4fc2-ba9f-4c880063ba92"]
struct TimeUniform {
value: f32,
}
const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
v_Uv = Vertex_Uv;
}
"#;
const FRAGMENT_SHADER: &str = r#"
#version 450
layout(location = 0) in vec2 v_Uv;
layout(location = 0) out vec4 o_Target;
layout(set = 2, binding = 0) uniform TimeUniform_value {
float time;
};
void main() {
float speed = 0.7;
float translation = sin(time * speed);
float percentage = 0.6;
float threshold = v_Uv.x + translation * percentage;
vec3 red = vec3(1., 0., 0.);
vec3 blue = vec3(0., 0., 1.);
vec3 mixed = mix(red, blue, threshold);
o_Target = vec4(mixed, 1.0);
}
"#;
fn setup(
mut commands: Commands,
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut meshes: ResMut<Assets<Mesh>>,
mut render_graph: ResMut<RenderGraph>,
) {
// Create a new shader pipeline.
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
// Add a `RenderResourcesNode` to our `RenderGraph`. This will bind `TimeComponent` to our
// shader.
render_graph.add_system_node(
"time_uniform",
RenderResourcesNode::<TimeUniform>::new(true),
);
// Add a `RenderGraph` edge connecting our new "time_component" node to the main pass node. This
// ensures that "time_component" runs before the main pass.
render_graph
.add_node_edge("time_uniform", base::node::MAIN_PASS)
.unwrap();
// Spawn a quad and insert the `TimeComponent`.
commands
.spawn_bundle(MeshBundle {
mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(5.0, 5.0)))),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
pipeline_handle,
)]),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..Default::default()
})
.insert(TimeUniform { value: 0.0 });
// Spawn a camera.
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}
/// In this system we query for the `TimeComponent` and global `Time` resource, and set
/// `time.seconds_since_startup()` as the `value` of the `TimeComponent`. This value will be
/// accessed by the fragment shader and used to animate the shader.
fn animate_shader(time: Res<Time>, mut query: Query<&mut TimeUniform>) {
let mut time_uniform = query.single_mut().unwrap();
time_uniform.value = time.seconds_since_startup() as f32;
}