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//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values | |
use bevy::color::palettes::css::BLACK; | |
use bevy::prelude::*; | |
use bevy::reflect::TypePath; | |
use bevy::render::render_resource::*; | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) |
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//! A shader and a material that uses it. | |
use bevy::{ | |
prelude::*, | |
reflect::{TypePath, TypeUuid}, | |
render::render_resource::{AsBindGroup, ShaderRef}, | |
}; | |
use bevy_internal::window::WindowResized; | |
fn main() { |
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//! This example shows how to create a custom render pass that runs after the main pass | |
//! and reads the texture generated by the main pass. | |
//! | |
//! The example shader is a very simple implementation of chromatic aberration. | |
//! | |
//! This is a fairly low level example and assumes some familiarity with rendering concepts and wgpu. | |
use bevy::{ | |
core_pipeline::{ | |
clear_color::ClearColorConfig, core_3d, |
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## Contributors | |
A huge thanks to the 141 contributors that made this release (and associated docs) possible! In random order: | |
- @hakolao | |
- @Weibye | |
- @harudagondi | |
- @Suficio | |
- @CAD97 | |
- @xtr3m3nerd |

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struct WrappedF32 { | |
[[size(16)]] | |
value: f32; | |
}; | |
struct CustomMaterial { | |
data: array<WrappedF32, 4>; | |
}; | |
[[group(1), binding(0)]] | |
var<uniform> material: CustomMaterial; |
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// Available variables: | |
// - Machine | |
// - interpret | |
// - assign | |
// - send | |
// - sendParent | |
// - spawn | |
// - raise | |
// - actions |