//! A shader that uses dynamic data like the time since startup.
//! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import.

use bevy::{
    prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};

/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/animate_shader.wgsl";

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<CustomMaterial>>,
) {
    // cube
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::default())),
        MeshMaterial3d(materials.add(CustomMaterial {})),
        Transform::from_xyz(0.0, 0.5, 0.0),
    ));

    // camera
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
}

#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {}

impl Material for CustomMaterial {
    fn fragment_shader() -> ShaderRef {
        SHADER_ASSET_PATH.into()
    }
}
