diff --git a/assets/Gallery/cosmic/README.md b/assets/Gallery/cosmic/README.md index bda5729..7266a03 100644 --- a/assets/Gallery/cosmic/README.md +++ b/assets/Gallery/cosmic/README.md @@ -7,7 +7,7 @@ ```rust /// A shadertoy port of 'Cosmic' https://www.shadertoy.com/view/msjXRK, by Xor. /// I have sligthly adjusted the colours, and used a smoothstep to improve the contrast too. -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import shadplay::shader_utils::common NEG_HALF_PI, rotate2D @@ -16,7 +16,7 @@ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { var uv = (in.uv *2.0) - 1.0; uv *= 220.; // equivalent of zooming out. uv *= rotate2D(NEG_HALF_PI); diff --git a/assets/Gallery/flame/README.md b/assets/Gallery/flame/README.md index c80e7b1..d668134 100644 --- a/assets/Gallery/flame/README.md +++ b/assets/Gallery/flame/README.md @@ -9,7 +9,7 @@ /// This is a port of 'Flame' by XT95 https://www.shadertoy.com/view/MdX3zr /// ***************************** /// -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import shadplay::shader_utils::common rotate2D, PI @@ -18,7 +18,7 @@ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { var uv = (in.uv * 2.0) - 1.0; let resolution = view.viewport.zw; uv *= rotate2D(PI); diff --git a/assets/Gallery/kishimisu-palette/README.md b/assets/Gallery/kishimisu-palette/README.md index 0c7cbaf..b714524 100644 --- a/assets/Gallery/kishimisu-palette/README.md +++ b/assets/Gallery/kishimisu-palette/README.md @@ -6,16 +6,16 @@ ```rust #import bevy_pbr::mesh_view_bindings globals -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { return kishimisu(in); } // This is a port/cover of Kimishisu's awesome YT tutotial: https://www.youtube.com/watch?v=f4s1h2YETNY -fn kishimisu(in: MeshVertexOutput) -> vec4 { +fn kishimisu(in: VertexOutput) -> vec4 { let uv0 = ((in.uv.xy) * 2.0) - 1.0; var uv = (in.uv.xy) ; diff --git a/assets/Gallery/lines/README.md b/assets/Gallery/lines/README.md index 185aca3..7e5bc6e 100644 --- a/assets/Gallery/lines/README.md +++ b/assets/Gallery/lines/README.md @@ -8,7 +8,7 @@ This one turned out really, really well. ```rust @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let uv = (in.uv * 2.0) - 1.0; var col = vec4f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-48-16/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-48-16/README.md index 22a3985..c9b55bd 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-48-16/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-48-16/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-48-43/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-48-43/README.md index e00e478..9a296ce 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-48-43/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-48-43/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-48-52/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-48-52/README.md index 61693bb..fbd4027 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-48-52/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-48-52/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-48-58/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-48-58/README.md index 8be0389..607bcf2 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-48-58/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-48-58/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-49-02/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-49-02/README.md index 3ba5c62..41c360b 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-49-02/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-49-02/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-49-07/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-49-07/README.md index 8a66ccd..0834eff 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-49-07/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-49-07/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-49-23/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-49-23/README.md index 2fc23a0..7311773 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-49-23/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-49-23/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-49-33/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-49-33/README.md index c7e67e1..c819caf 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-49-33/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-49-33/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/playing-with-builtin-maths-functions/21-49-38/README.md b/assets/Gallery/playing-with-builtin-maths-functions/21-49-38/README.md index 5e60d21..20d9f8c 100644 --- a/assets/Gallery/playing-with-builtin-maths-functions/21-49-38/README.md +++ b/assets/Gallery/playing-with-builtin-maths-functions/21-49-38/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -20,7 +20,7 @@ const NEG_HALF_PI:f32 = -1.57079632679; // From #05 in the little-book-of-shaders https://thebookofshaders.com/05/ @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution: vec2f = view.viewport.xy; var uv = in.uv.xy * -2.0 + 1.0; // either do uv.yx and then rotate or just flip em here.. var col = vec3f(0.0); diff --git a/assets/Gallery/sailing-beyond/README.md b/assets/Gallery/sailing-beyond/README.md index 74462ec..2889329 100644 --- a/assets/Gallery/sailing-beyond/README.md +++ b/assets/Gallery/sailing-beyond/README.md @@ -9,7 +9,7 @@ /// This is a port of 'Sailing beyond' by patu https://www.shadertoy.com/view/4t2cR1 /// ***************************** /// -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import shadplay::shader_utils::common rotate2D, PI, TAU @@ -35,7 +35,7 @@ fn d2r(angle: f32) -> f32 { } @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let resolution = view.viewport.zw; var uv = (in.uv * 2.0) - 1.0; diff --git a/assets/Gallery/semi-circle-waves/README.md b/assets/Gallery/semi-circle-waves/README.md index 1268ba2..b0c7f5d 100644 --- a/assets/Gallery/semi-circle-waves/README.md +++ b/assets/Gallery/semi-circle-waves/README.md @@ -8,7 +8,7 @@ // // This is a port of the Semi-circle Wave Animation by Shane https://www.shadertoy.com/view/cdycRt // -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import shadplay::shader_utils::common NEG_HALF_PI, rotate2D, HALF_PI, PI, TAU @@ -20,7 +20,7 @@ const NUM_ITERATIONS: f32 = 14.0; const LINE_GIRTH:f32 = 0.4; @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { var uv = (in.uv * 2.0) - 1.0; let resolution = view.viewport.zw; let time = globals.time * SPEED; diff --git a/assets/Gallery/smoothstep-colouring-a-2dCircle/README.md b/assets/Gallery/smoothstep-colouring-a-2dCircle/README.md index 13ebc77..51940bf 100644 --- a/assets/Gallery/smoothstep-colouring-a-2dCircle/README.md +++ b/assets/Gallery/smoothstep-colouring-a-2dCircle/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_pbr::utils PI @@ -16,7 +16,7 @@ const SPEED:f32 = 1.80; const SIZE: f32 = 1.2; @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { // ensure our uv coords match shadertoy/the-lil-book-of-shaders var uv = (in.uv * 2.0) - 1.0; let resolution = view.viewport.zw; diff --git a/assets/Gallery/w10/README.md b/assets/Gallery/w10/README.md index a733355..31502dc 100644 --- a/assets/Gallery/w10/README.md +++ b/assets/Gallery/w10/README.md @@ -5,7 +5,7 @@ ### fragment ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import bevy_render::view View #import bevy_pbr::utils PI @@ -23,7 +23,7 @@ const WBCOL2: vec3f = vec3f(0.15, 0.8, 1.7); // this is an attempted port of 'w10' https://www.shadertoy.com/view/lllSR2 by https://www.shadertoy.com/user/gyabo @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { var frag_color: vec4 = vec4(0.0080); var uv = (in.uv.xy * 2.0)- 1.0; uv.y -= 0.55; // To keep the logo centered. diff --git a/assets/Gallery/warp/README.md b/assets/Gallery/warp/README.md index 0d81166..6b58b4d 100644 --- a/assets/Gallery/warp/README.md +++ b/assets/Gallery/warp/README.md @@ -8,7 +8,7 @@ /// /// This is a port of "WARP" by Alro https://www.shadertoy.com/view/ttlGDf /// -#import bevy_pbr::mesh_vertex_output MeshVertexOutput; +#import bevy_pbr::forward_io::VertexOutput; #import bevy_sprite::mesh2d_view_bindings globals; #import bevy_render::view View; @@ -18,7 +18,7 @@ const STRENGTH: f32 = 0.4; // Controls the strength of the waves const SPEED: f32 = 0.33333; // Controls the speed at which the waves run @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { var uv: vec2 = (in.uv * 2.0) - 1.0; let resolution: vec2 = view.viewport.zw; let time: f32 = globals.time * SPEED; diff --git a/assets/Gallery/water-caustics/README.md b/assets/Gallery/water-caustics/README.md index 03555a5..e301bb9 100644 --- a/assets/Gallery/water-caustics/README.md +++ b/assets/Gallery/water-caustics/README.md @@ -10,7 +10,7 @@ /// I have been unable to find the original. /// ***************************** /// -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #import bevy_sprite::mesh2d_view_bindings globals #import shadplay::shader_utils::common NEG_HALF_PI, shader_toy_default, rotate2D, TAU @@ -21,7 +21,7 @@ const MAX_ITER: i32 = 3; const SPEED:f32 = 1.0; @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let time: f32 = globals.time * 0.5 + 23.0; var uv: vec2 = in.uv; diff --git a/bevy-shaders-cheatsheet.md b/bevy-shaders-cheatsheet.md index 438774a..91cc54c 100644 --- a/bevy-shaders-cheatsheet.md +++ b/bevy-shaders-cheatsheet.md @@ -28,10 +28,10 @@ ______________________________________________________________________ ```rust // 'uv's are in the MeshVertexOutput -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput @fragment -fn fragment(in: MeshVertexOutput) -> vec4 { +fn fragment(in: VertexOutput) -> vec4 { // usually you'll see them used in your fragment shaders thusly: let uv = in.uv; let normalised_uv = (in.uv.xy * 2.0) - 1.0; // If you want 0,0 to be at the 'center' of your Mesh's geometry. @@ -55,7 +55,7 @@ You'll usually need this when you go to say, draw a `sdCircle` or other `sdf` sh @group(0) @binding(0) var view: View; @fragment -fn fragment(in: MeshVertexOutput) -> vec4 { +fn fragment(in: VertexOutput) -> vec4 { // example, shader-toyesk normalise and account for aspect ratio: var uv = (in.uv.xy * 2.0) - 1.0; let resolution = view.viewport.zw; @@ -76,12 +76,12 @@ ______________________________________________________________________ ```rust #import bevy_pbr::mesh_view_bindings globals -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput const TAU:f32 = 6.28318530718; @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { var uv = (in.uv * 2.0) - 1.0; var col = vec3f(0.); @@ -116,7 +116,7 @@ ______________________________________________________________________ @group(0) @binding(0) var view: View; @fragment -fn fragment(in: MeshVertexOutput) -> @location(0) vec4 { +fn fragment(in: VertexOutput) -> @location(0) vec4 { let time: f32 = globals.time; var uv: vec2 = in.uv; diff --git a/bevy_shader_book.md b/bevy_shader_book.md index 4e0bcd5..34b6729 100644 --- a/bevy_shader_book.md +++ b/bevy_shader_book.md @@ -2227,7 +2227,7 @@ struct MeshVertexOutput { @fragment fn fragment( - in: MeshVertexOutput, + in: VertexOutput, @builtin(front_facing) is_front: bool, ) -> @location(0) vec4 { var output_color: vec4 = pbr_bindings::material.base_color; @@ -2798,7 +2798,7 @@ fn fragment( ### assets/shaders/texture_binding_array ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput @group(1) @binding(0) var textures: binding_array>; @group(1) @binding(1) var nearest_sampler: sampler; @@ -2864,7 +2864,7 @@ fn fragment(in: VertexOutput) -> @location(0) vec4 { ### assets/shaders/line_material ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput struct LineMaterial { color: vec4, @@ -2884,7 +2884,7 @@ fn fragment( ### assets/shaders/cubemap_unlit ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput #ifdef CUBEMAP_ARRAY @group(1) @binding(0) var base_color_texture: texture_cube_array; @@ -2981,7 +2981,7 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3) { ### assets/shaders/shader_defs ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput struct CustomMaterial { color: vec4, @@ -3149,7 +3149,7 @@ fn continuous_hue(uv: vec2) -> vec3 { @fragment fn fragment( - in: MeshVertexOutput, + in: VertexOutput, ) -> @location(0) vec4 { var uv = in.uv; var out = vec3(0.0); @@ -3171,7 +3171,7 @@ fn fragment( ### assets/shaders/custom_material ```rust -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput struct CustomMaterial { color: vec4, @@ -3216,7 +3216,7 @@ fn fragment( ```rust #import bevy_pbr::mesh_view_bindings #import bevy_pbr::mesh_bindings -#import bevy_pbr::mesh_vertex_output MeshVertexOutput +#import bevy_pbr::forward_io::VertexOutput @group(1) @binding(0) var test_texture_1d: texture_1d; @group(1) @binding(1) var test_texture_1d_sampler: sampler; @@ -3237,7 +3237,7 @@ fn fragment( @group(1) @binding(11) var test_texture_3d_sampler: sampler; @fragment -fn fragment(in: MeshVertexOutput) {} +fn fragment(in: VertexOutput) {} ```