Files
bevy_cef/assets/shaders/custom_material.wgsl
elm edf9e064b9 Support Bevy 0.17 (#11)
* update: modify for 0.17

* update: enhance webview functionality and improve plugin implementation

* update: refactor webview system and improve binding group usage

* update: refactor command triggering for webview events and enhance Receive struct

* update: refactor command triggering for webview dev tools

* update: refactor render process handler and improve webview handling

* update: refactor webview browser handling and improve IME caret management

* clippy

* fmt

* update: improve README formatting and clarify version compatibility

* update: support Bevy 0.17 and enhance permissions in settings

* update: enhance CI configuration by adding Wayland and XKB dependencies

* delete: settings.json

* update: refactor shader imports and improve binding group definitions

* update: refactor devtool command triggers for improved clarity

* update: modify LibraryLoader initialization for improved path handling on macOS

* fmt

---------

Co-authored-by: not-elm <elmgameinfo@gmail.com>
2025-10-26 16:55:03 +09:00

21 lines
556 B
WebGPU Shading Language

#import bevy_pbr::{
forward_io::VertexOutput,
}
#import webview::util::{
surface_color,
}
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var mask_texture: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var mask_sampler: sampler;
@fragment
fn fragment(
in: VertexOutput,
) -> @location(0) vec4<f32> {
// You can obtain the surface color.
var color = surface_color(in.uv);
// Blend the color with the mask texture.
color *= (textureSample(mask_texture, mask_sampler, in.uv) * vec4(vec3(1.0), 0.3));
return color;
}