bevy_core_pipeline/fullscreen_vertex_shader/mod.rs
1use bevy_asset::Handle;
2use bevy_render::{prelude::Shader, render_resource::VertexState};
3
4pub const FULLSCREEN_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(7837534426033940724);
5
6/// uses the [`FULLSCREEN_SHADER_HANDLE`] to output a
7/// ```wgsl
8/// struct FullscreenVertexOutput {
9/// [[builtin(position)]]
10/// position: vec4<f32>;
11/// [[location(0)]]
12/// uv: vec2<f32>;
13/// };
14/// ```
15/// from the vertex shader.
16/// The draw call should render one triangle: `render_pass.draw(0..3, 0..1);`
17pub fn fullscreen_shader_vertex_state() -> VertexState {
18 VertexState {
19 shader: FULLSCREEN_SHADER_HANDLE,
20 shader_defs: Vec::new(),
21 entry_point: "fullscreen_vertex_shader".into(),
22 buffers: Vec::new(),
23 }
24}