add a shader for a newline track
Co-authored-by: Copilot <copilot@github.com>
This commit is contained in:
parent
f509833262
commit
db5946a7de
1861
Cargo.lock
generated
1861
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@ -7,5 +7,8 @@ edition = "2024"
|
|||||||
aeronet = "0.19.0"
|
aeronet = "0.19.0"
|
||||||
aeronet_replicon = { version = "0.19.0", features = ["client", "server"] }
|
aeronet_replicon = { version = "0.19.0", features = ["client", "server"] }
|
||||||
avian2d = "0.5.0"
|
avian2d = "0.5.0"
|
||||||
bevy = { version = "0.18.0", features = ["debug"] }
|
bevy = { version = "0.18.1", features = ["debug"] }
|
||||||
|
bevy-inspector-egui = "0.36.0"
|
||||||
bevy_replicon = "0.38.2"
|
bevy_replicon = "0.38.2"
|
||||||
|
component = "0.1.1"
|
||||||
|
rust-analyzer = "0.0.1"
|
||||||
|
|||||||
29
assets/shaders/flow.wgsl
Normal file
29
assets/shaders/flow.wgsl
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
struct Material {
|
||||||
|
color_a: vec4<f32>,
|
||||||
|
color_b: vec4<f32>,
|
||||||
|
border_color: vec4<f32>,
|
||||||
|
time: f32,
|
||||||
|
speed: f32,
|
||||||
|
border_size: f32,
|
||||||
|
};
|
||||||
|
|
||||||
|
@group(2) @binding(0)
|
||||||
|
var<uniform> mat: Material;
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
let uv = in.uv;
|
||||||
|
|
||||||
|
// animate
|
||||||
|
let x = uv.x + params.time * params.speed;
|
||||||
|
let g = fract(x);
|
||||||
|
|
||||||
|
let fill = mix(params.color_a, params.color_b, g);
|
||||||
|
|
||||||
|
// borders
|
||||||
|
let top = step(uv.y, params.border_size);
|
||||||
|
let bottom = step(1.0 - params.border_size, uv.y);
|
||||||
|
let border_mask = max(top, bottom);
|
||||||
|
|
||||||
|
return mix(fill, params.border_color, border_mask);
|
||||||
|
}
|
||||||
188
assets/shaders/track.wgsl
Normal file
188
assets/shaders/track.wgsl
Normal file
@ -0,0 +1,188 @@
|
|||||||
|
const PI: f32 = 3.14159265358979323846264338327950288;
|
||||||
|
|
||||||
|
struct Uniforms {
|
||||||
|
/// The size of the canvas
|
||||||
|
size: vec2<f32>,
|
||||||
|
|
||||||
|
/// The length of the first horizontal segment
|
||||||
|
len_start: f32,
|
||||||
|
/// The length of the last horizontal segment
|
||||||
|
len_end: f32,
|
||||||
|
|
||||||
|
/// The inner half thickness
|
||||||
|
thickness: f32,
|
||||||
|
/// The thickness of the border (added to the inner thickness for total thickness)
|
||||||
|
border: f32,
|
||||||
|
|
||||||
|
/// Current time
|
||||||
|
time: f32,
|
||||||
|
/// The period of the pulse effect (in seconds)
|
||||||
|
pulse_period: f32,
|
||||||
|
/// The speed at which the pulse travels along the path (in units per second)
|
||||||
|
pulse_speed: f32,
|
||||||
|
/// The width of the pulse effect (in units)
|
||||||
|
pulse_width: f32,
|
||||||
|
|
||||||
|
/// The color of the border
|
||||||
|
border_color: vec4<f32>,
|
||||||
|
/// The color of the base of the track
|
||||||
|
color_base: vec4<f32>,
|
||||||
|
/// The color of the pulsing
|
||||||
|
color_accent: vec4<f32>,
|
||||||
|
};
|
||||||
|
|
||||||
|
@group(#{MATERIAL_BIND_GROUP}) @binding(0)
|
||||||
|
var<uniform> U: Uniforms;
|
||||||
|
|
||||||
|
// Distance to segment
|
||||||
|
fn sdSegment(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
|
||||||
|
let pa = p - a;
|
||||||
|
let ba = b - a;
|
||||||
|
let h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
|
||||||
|
return length(pa - ba * h);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn sdArc(
|
||||||
|
p: vec2<f32>,
|
||||||
|
c: vec2<f32>,
|
||||||
|
r: f32,
|
||||||
|
a0: f32,
|
||||||
|
a1: f32
|
||||||
|
) -> f32 {
|
||||||
|
let d = p - c;
|
||||||
|
var ang = atan2(d.y, d.x);
|
||||||
|
|
||||||
|
var s = a0;
|
||||||
|
var e = a1;
|
||||||
|
if (e < s) { e += 2.0 * PI; }
|
||||||
|
if (ang < s) { ang += 2.0 * PI; }
|
||||||
|
|
||||||
|
let on_arc = (ang >= s) && (ang <= e);
|
||||||
|
|
||||||
|
let circle = abs(length(d) - r);
|
||||||
|
|
||||||
|
let p0 = c + r * vec2<f32>(cos(s), sin(s));
|
||||||
|
let p1 = c + r * vec2<f32>(cos(e), sin(e));
|
||||||
|
let ends = min(length(p - p0), length(p - p1));
|
||||||
|
|
||||||
|
return select(ends, circle, on_arc);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute SDF and normalized distance along path
|
||||||
|
fn trackSDF(p: vec2<f32>) -> vec2<f32> {
|
||||||
|
let top_offset = U.thickness + U.border;
|
||||||
|
let bottom_offset = U.size.y - top_offset;
|
||||||
|
let midline = U.size.y / 2.0;
|
||||||
|
let drop = midline - top_offset;
|
||||||
|
let radius = drop / 2.0;
|
||||||
|
|
||||||
|
// Construct points
|
||||||
|
let p0 = vec2<f32>(U.size.x - U.len_start, top_offset);
|
||||||
|
let p1 = vec2<f32>(U.size.x - radius, top_offset);
|
||||||
|
let arc0_center = vec2<f32>(p1.x, drop / 2.0 + top_offset);
|
||||||
|
let p2 = vec2<f32>(p1.x, midline);
|
||||||
|
let p3 = vec2<f32>(radius, midline);
|
||||||
|
let arc1_center = vec2<f32>(p3.x, drop / 2.0 + midline);
|
||||||
|
let p4 = vec2<f32>(radius, bottom_offset);
|
||||||
|
let p5 = vec2<f32>(U.len_end, bottom_offset);
|
||||||
|
|
||||||
|
// Total length
|
||||||
|
let L0 = length(p1 - p0);
|
||||||
|
let L1 = PI * length(p2 - p1);
|
||||||
|
let L2 = length(p3 - p2);
|
||||||
|
let L3 = PI * length(p4 - p3);
|
||||||
|
let L4 = length(p5 - p4);
|
||||||
|
let total = L0 + L1 + L2 + L3 + L4;
|
||||||
|
|
||||||
|
var best_d = 1e9;
|
||||||
|
var best_t = 0.0;
|
||||||
|
|
||||||
|
// Helper macro-like inline pattern
|
||||||
|
// segment i with accumulated offset
|
||||||
|
var accum = 0.0;
|
||||||
|
|
||||||
|
// p0->p1
|
||||||
|
{
|
||||||
|
let d = sdSegment(p, p0, p1);
|
||||||
|
let ba = p1 - p0;
|
||||||
|
let h = clamp(dot(p - p0, ba) / dot(ba, ba), 0.0, 1.0);
|
||||||
|
let t = (accum + h * L0) / total;
|
||||||
|
if (d < best_d) { best_d = d; best_t = t; }
|
||||||
|
accum = accum + L0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ARC p1->p2
|
||||||
|
{
|
||||||
|
let d = sdArc(p, arc0_center, radius, PI * 3.0 / 2.0, PI / 2.0);
|
||||||
|
let ba = p2 - p1;
|
||||||
|
let h = clamp(dot(p - p1, ba) / dot(ba, ba), 0.0, 1.0);
|
||||||
|
let t = (accum + h * L1) / total;
|
||||||
|
if (d < best_d) { best_d = d; best_t = t; }
|
||||||
|
accum = accum + L1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// p2->p3 (full width)
|
||||||
|
{
|
||||||
|
let d = sdSegment(p, p2, p3);
|
||||||
|
let ba = p3 - p2;
|
||||||
|
let h = clamp(dot(p - p2, ba) / dot(ba, ba), 0.0, 1.0);
|
||||||
|
let t = (accum + h * L2) / total;
|
||||||
|
if (d < best_d) { best_d = d; best_t = t; }
|
||||||
|
accum = accum + L2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ARC p3->p4
|
||||||
|
{
|
||||||
|
let d = sdArc(p, arc1_center, radius, PI / 2.0, PI * 3.0 / 2.0);
|
||||||
|
let ba = p4 - p3;
|
||||||
|
let h = clamp(dot(p - p3, ba) / dot(ba, ba), 0.0, 1.0);
|
||||||
|
let t = (accum + h * L3) / total;
|
||||||
|
if (d < best_d) { best_d = d; best_t = t; }
|
||||||
|
accum = accum + L3;
|
||||||
|
}
|
||||||
|
|
||||||
|
// p4->p5
|
||||||
|
{
|
||||||
|
let d = sdSegment(p, p4, p5);
|
||||||
|
let ba = p5 - p4;
|
||||||
|
let h = clamp(dot(p - p4, ba) / dot(ba, ba), 0.0, 1.0);
|
||||||
|
let t = (accum + h * L4) / total;
|
||||||
|
if (d < best_d) { best_d = d; best_t = t; }
|
||||||
|
}
|
||||||
|
|
||||||
|
return vec2<f32>(best_d, best_t);
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn fs_main(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
|
||||||
|
let p = frag_coord.xy;
|
||||||
|
|
||||||
|
let res = trackSDF(p);
|
||||||
|
let d = res.x;
|
||||||
|
let t = res.y;
|
||||||
|
// bounces back and forth between 0.0 and 1.0
|
||||||
|
let t_wrap = abs(((t + U.time) % 2.0) - 1.0);
|
||||||
|
// bounces back and forth between 0.0 and U.pulse_period
|
||||||
|
let t_wrap_pulse = abs(((t - U.pulse_speed * U.time) % (U.pulse_period * 2.0)) - U.pulse_period);
|
||||||
|
|
||||||
|
let inner = U.thickness;
|
||||||
|
let outer = U.thickness + U.border;
|
||||||
|
|
||||||
|
let aa = 1.0;
|
||||||
|
|
||||||
|
let inner_a = smoothstep(inner + aa, inner - aa, d);
|
||||||
|
let outer_a = smoothstep(outer + aa, outer - aa, d);
|
||||||
|
let border_mask = clamp(outer_a - inner_a, 0.0, 1.0);
|
||||||
|
|
||||||
|
// let color_mix = smoothstep(-0.1, 0.0, -abs(t - t_wrap_pulse));
|
||||||
|
let color_mix = smoothstep(-U.pulse_width, 0.0, -abs(t - t_wrap));
|
||||||
|
let inner_color = mix(U.color_base, U.color_accent, color_mix);
|
||||||
|
// let inner_color = mix(U.color_base, U.color_accent, d);
|
||||||
|
|
||||||
|
let color = inner_color * inner_a + U.border_color * border_mask;
|
||||||
|
let alpha = max(inner_a, outer_a);
|
||||||
|
|
||||||
|
return vec4<f32>(color.rgb, alpha);
|
||||||
|
// return vec4<f32>(d / 3000.0, t / 3000.0, 0.0, 1.0);
|
||||||
|
// return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
29
assets/shaders/uv.wgsl
Normal file
29
assets/shaders/uv.wgsl
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
struct Uniforms {
|
||||||
|
resolution: vec2<f32>, // viewport size (pixels)
|
||||||
|
origin: vec2<f32>, // start point (pixels)
|
||||||
|
|
||||||
|
len0: f32, // first horizontal segment (to the right)
|
||||||
|
len2: f32, // last horizontal segment (to the right)
|
||||||
|
drop: f32, // vertical drop between segments
|
||||||
|
|
||||||
|
thickness: f32, // inner half-width
|
||||||
|
border: f32, // border thickness
|
||||||
|
|
||||||
|
border_color: vec4<f32>,
|
||||||
|
color_start: vec4<f32>,
|
||||||
|
color_end: vec4<f32>,
|
||||||
|
};
|
||||||
|
|
||||||
|
@group(0) @binding(0)
|
||||||
|
var<uniform> U: Uniforms;
|
||||||
|
|
||||||
|
struct VertexOutput {
|
||||||
|
@builtin(position) position : vec4<f32>,
|
||||||
|
@location(0) uv : vec2<f32>,
|
||||||
|
};
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
let u = clamp(mesh.uv.x, 0.0, 1.0);
|
||||||
|
return vec4<f32>(mesh.position.x / 1000.0, mesh.position.y / 1000.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
14
src/main.rs
14
src/main.rs
@ -14,6 +14,8 @@ use bevy::{
|
|||||||
prelude::*,
|
prelude::*,
|
||||||
sprite_render::Material2dPlugin,
|
sprite_render::Material2dPlugin,
|
||||||
};
|
};
|
||||||
|
use crate::shaders::track::{TrackMaterial, setup_track, update_track_time};
|
||||||
|
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
|
||||||
|
|
||||||
pub mod avian;
|
pub mod avian;
|
||||||
pub mod shaders;
|
pub mod shaders;
|
||||||
@ -30,16 +32,20 @@ fn main() {
|
|||||||
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
|
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
|
||||||
PhysicsPlugins::default().with_length_unit(20.0),
|
PhysicsPlugins::default().with_length_unit(20.0),
|
||||||
Material2dPlugin::<BezierMaterial>::default(),
|
Material2dPlugin::<BezierMaterial>::default(),
|
||||||
|
Material2dPlugin::<TrackMaterial>::default(),
|
||||||
CharacterControllerPlugin,
|
CharacterControllerPlugin,
|
||||||
))
|
))
|
||||||
|
.add_plugins(EguiPlugin::default())
|
||||||
|
.add_plugins(WorldInspectorPlugin::new())
|
||||||
.init_resource::<InputFocus>()
|
.init_resource::<InputFocus>()
|
||||||
.add_systems(Startup, (setup, setup_ui))
|
// .add_systems(Startup, (setup, setup_ui))
|
||||||
.add_systems(Update, (debug_border, do_menu, move_bezier))
|
.add_systems(Startup, (setup, setup_ui, setup_track))
|
||||||
|
.add_systems(Update, (debug_border, do_menu_interactions, move_bezier, update_track_time))
|
||||||
.insert_resource(Gravity(Vector::ZERO))
|
.insert_resource(Gravity(Vector::ZERO))
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
fn do_menu(
|
fn do_menu_interactions(
|
||||||
mut input_focus: ResMut<InputFocus>,
|
mut input_focus: ResMut<InputFocus>,
|
||||||
mut interaction_query: Query<
|
mut interaction_query: Query<
|
||||||
(
|
(
|
||||||
@ -194,7 +200,7 @@ fn move_bezier(mut materials: ResMut<Assets<BezierMaterial>>, windows: Query<&Wi
|
|||||||
|
|
||||||
// pos: Vec2, in logical pixels
|
// pos: Vec2, in logical pixels
|
||||||
// (0, 0) is bottom-left of the window
|
// (0, 0) is bottom-left of the window
|
||||||
println!("Mouse window position: {:?}", mouse_pos);
|
// println!("Mouse window position: {:?}", mouse_pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn debug_border(mut gizmos: Gizmos) {
|
fn debug_border(mut gizmos: Gizmos) {
|
||||||
|
|||||||
0
src/menu.rs
Normal file
0
src/menu.rs
Normal file
@ -3,6 +3,8 @@ use bevy::render::render_resource::*;
|
|||||||
use bevy::shader::ShaderRef;
|
use bevy::shader::ShaderRef;
|
||||||
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
||||||
|
|
||||||
|
pub mod track;
|
||||||
|
|
||||||
// This is the struct that will be passed to your shader
|
// This is the struct that will be passed to your shader
|
||||||
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||||
pub struct BezierMaterial {
|
pub struct BezierMaterial {
|
||||||
@ -31,3 +33,34 @@ impl Material2d for BezierMaterial {
|
|||||||
AlphaMode2d::Blend
|
AlphaMode2d::Blend
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// This is the struct that will be passed to your shader
|
||||||
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||||
|
pub struct FlowMaterial {
|
||||||
|
#[uniform(0)]
|
||||||
|
pub color_a: LinearRgba,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub color_b: LinearRgba,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub border_color: LinearRgba,
|
||||||
|
|
||||||
|
#[uniform(0)]
|
||||||
|
pub time: f32,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub speed: f32,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub border_size: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
|
||||||
|
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
|
||||||
|
impl Material2d for FlowMaterial {
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
"shaders/flow.wgsl".into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn alpha_mode(&self) -> AlphaMode2d {
|
||||||
|
AlphaMode2d::Blend
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|||||||
113
src/shaders/track.rs
Normal file
113
src/shaders/track.rs
Normal file
@ -0,0 +1,113 @@
|
|||||||
|
use bevy::prelude::*;
|
||||||
|
use bevy::render::render_resource::*;
|
||||||
|
use bevy::shader::ShaderRef;
|
||||||
|
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
||||||
|
|
||||||
|
/// The Uniform data passed to the track shader.
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Clone, Copy, ShaderType)]
|
||||||
|
pub struct TrackUniform {
|
||||||
|
/// The size of the canvas
|
||||||
|
pub size: Vec2,
|
||||||
|
|
||||||
|
/// The length of the first horizontal segment
|
||||||
|
pub len_start: f32,
|
||||||
|
/// The length of the last horizontal segment
|
||||||
|
pub len_end: f32,
|
||||||
|
|
||||||
|
/// The inner half thickness
|
||||||
|
pub thickness: f32,
|
||||||
|
/// The thickness of the border (added to the inner thickness for total thickness)
|
||||||
|
pub border: f32,
|
||||||
|
|
||||||
|
/// Current time
|
||||||
|
pub time: f32,
|
||||||
|
/// The period of the pulse effect (in seconds)
|
||||||
|
pub pulse_period: f32,
|
||||||
|
/// The speed at which the pulse travels along the path (in units per second)
|
||||||
|
pub pulse_speed: f32,
|
||||||
|
/// The width of the pulse effect (in units)
|
||||||
|
pub pulse_width: f32,
|
||||||
|
|
||||||
|
/// The color of the border
|
||||||
|
pub border_color: LinearRgba,
|
||||||
|
/// The color of the base of the track
|
||||||
|
pub color_base: LinearRgba,
|
||||||
|
/// The color of the pulsing
|
||||||
|
pub color_accent: LinearRgba,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(AsBindGroup, Asset, TypePath, Clone)]
|
||||||
|
pub struct TrackMaterial {
|
||||||
|
#[uniform(0)]
|
||||||
|
pub data: TrackUniform,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Material2d for TrackMaterial {
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
"shaders/track.wgsl".into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn alpha_mode(&self) -> AlphaMode2d {
|
||||||
|
AlphaMode2d::Blend
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn setup_track(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<TrackMaterial>>,
|
||||||
|
// windows: Query<&Window>,
|
||||||
|
) {
|
||||||
|
// let window = windows.single().unwrap();
|
||||||
|
|
||||||
|
let width = 1920.0 / 2.0;
|
||||||
|
let height = 1080.0 / 2.0;
|
||||||
|
// let width = 1920.0;
|
||||||
|
// let height = 1080.0;
|
||||||
|
|
||||||
|
let material = materials.add(TrackMaterial {
|
||||||
|
data: TrackUniform {
|
||||||
|
size: Vec2::new(width, height),
|
||||||
|
|
||||||
|
len_start: 400.0,
|
||||||
|
len_end: 300.0,
|
||||||
|
|
||||||
|
thickness: 8.0,
|
||||||
|
border: 2.0,
|
||||||
|
time: 0.0,
|
||||||
|
pulse_period: 2.0,
|
||||||
|
pulse_speed: 0.5,
|
||||||
|
pulse_width: 0.5,
|
||||||
|
|
||||||
|
border_color: LinearRgba::BLACK,
|
||||||
|
color_base: LinearRgba::rgb(0.0, 0.9, 1.0),
|
||||||
|
color_accent: LinearRgba::rgb(0.8, 0.0, 0.0),
|
||||||
|
},
|
||||||
|
});
|
||||||
|
|
||||||
|
// commands.spawn(Camera2d);
|
||||||
|
// println!("Window: {}, {}", window.width(), window.height());
|
||||||
|
|
||||||
|
commands.spawn((
|
||||||
|
Mesh2d(meshes.add(Rectangle::new(width * 2.0, height * 2.0))),
|
||||||
|
MeshMaterial2d(material),
|
||||||
|
Transform::from_translation(Vec3::new(
|
||||||
|
// window.width() * 0.5,
|
||||||
|
// window.height() * 0.5,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
)),
|
||||||
|
Name::new("Snake")
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn update_track_time(
|
||||||
|
time: Res<Time>,
|
||||||
|
mut materials: ResMut<Assets<TrackMaterial>>,
|
||||||
|
) {
|
||||||
|
for (_, mat) in materials.iter_mut() {
|
||||||
|
mat.data.time = time.elapsed_secs();
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue
Block a user