@group(1) @binding(0) var grid_width: f32; @group(1) @binding(1) var grid_size: vec2; @group(1) @binding(2) var visible: u32; let grid_color: vec4 = vec4(1.0, 1.0, 1.0, 0.3); let x_color: vec4 = vec4(1.0, 0.0, 0.0, 1.0); let y_color :vec4 = vec4(0.0, 1.0, 0.0, 1.0); #import bevy_sprite::mesh2d_view_bindings #import bevy_sprite::mesh2d_bindings // NOTE: Bindings must come before functions that use them! #import bevy_sprite::mesh2d_functions struct Vertex { @location(0) position: vec3, @location(1) normal: vec3, @location(2) uv: vec2, #ifdef VERTEX_TANGENTS @location(3) tangent: vec4, #endif #ifdef VERTEX_COLORS @location(4) color: vec4, #endif @builtin(vertex_index) index: u32, }; struct VertexOutput { @builtin(position) clip_position: vec4, #import bevy_sprite::mesh2d_vertex_output } @vertex fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.uv = vertex.uv; out.world_position = mesh2d_position_local_to_world(mesh.model, vec4(vertex.position, 1.0)); out.clip_position = mesh2d_position_world_to_clip(out.world_position); var grid_plane = array, 4>( vec3(-1., -1., 1.), vec3(-1., 1., 1.), vec3(1., -1., 1.), vec3(1., 1., 1.) ); out.clip_position = vec4(grid_plane[vertex.index].xyz, 1.0); out.world_normal = mesh2d_normal_local_to_world(vertex.normal); #ifdef VERTEX_TANGENTS out.world_tangent = mesh2d_tangent_local_to_world(vertex.tangent); #endif #ifdef VERTEX_COLORS out.color = vertex.color; #endif return out; } @fragment fn fragment( @builtin(position) position: vec4, #import bevy_sprite::mesh2d_vertex_output ) -> @location(0) vec4 { if abs(world_position.y) < grid_width && abs(world_position.x) < grid_width { return grid_color; } else if abs(world_position.y) < grid_width { return x_color; } else if abs(world_position.x) < grid_width { return y_color; } else if visible == u32(0) { return vec4(0.0, 0.0, 0.0, 0.0); } else if abs(world_position.x) % grid_size.x <= grid_width || abs(world_position.y) % grid_size.y <= grid_width { return grid_color; } else { return vec4(0.0, 0.0, 0.0, 0.0); } }