#import bevy_sprite::mesh2d_view_bind_group [[group(0), binding(0)]] var view: View; struct Vertex { //[[location(0)]] color: vec4; [[location(0)]] place: vec3; [[location(1)]] color: u32; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] color: vec4; }; [[stage(vertex)]] fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = view.view_proj * vec4(vertex.place, 1.0); // What is this craziness? out.color = vec4((vec4(vertex.color) >> vec4(0u, 8u, 16u, 24u)) & vec4(255u)) / 255.0; //out.color = vertex.color; //out.color = vec4(1.0, 0.0, 0.0, 1.0); return out; } [[stage(fragment)]] fn fragment(in: VertexOutput) -> [[location(0)]] vec4 { return in.color; }