// Geometry pipeline shader: colored triangles/lines without textures.
//
// Bind groups:
// @group(0) — Camera uniform (vertex), same layout as sprite.wgsl group 0
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world = vec4<f32>(vertex.position.x, vertex.position.y, 0.0, 1.0);
out.clip_position = camera.view_proj * world;
out.color = vertex.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}