#import bevy_pbr::forward_io::VertexOutput; #import bevy_pbr::prepass_utils::{prepass_depth,prepass_normal}; #import bevy_pbr::mesh_view_bindings::{globals,view}; #import utils::{raymarch_hit}; struct GalaxyFog { diffuse_color: vec4, center: vec3, radius: f32, steps: u32, prec: f32 } @group(2) @binding(0) var material:GalaxyFog; @fragment fn fragment( in: VertexOutput ) -> @location(0) vec4 { return raymarch_hit(in.world_position, material.center, material.radius, material.diffuse_color, material.steps, material.prec); }