#import bevy_pbr::forward_io::{VertexOutput,FragmentOutput}; #import bevy::core_pipeline::fullscreen_vertex_shader::FullScreenVertexOutput; #import utils::{noise2,grid_texture}; #import noise_gen::{FBN}; @group(0) @binding(0) var screen_texture: texture_2d; @group(0) @binding(1) var texture_sampler: sampler; // @group(0) @binding(1) var slot_a: texture_storage_2d; // @group(1) @binding(1) var s: sampler; @fragment fn fragment( in: FullScreenVertexOutput, ) -> @location(0) vec4 { return vec4(vec3(grid_texture(uv * 10.0, 0.9) * grid_texture(vec2(uv + (FBN(uv.xyxy) * 0.05) - vec2(1.36)) * 10.0, 0.8)), 1.0); }