pub fn fullscreen_shader_vertex_state() -> VertexState
Expand description

uses the FULLSCREEN_SHADER_HANDLE to output a

struct FullscreenVertexOutput {
    [[builtin(position)]]
    position: vec4<f32>;
    [[location(0)]]
    uv: vec2<f32>;
};

from the vertex shader. The draw call should render one triangle: render_pass.draw(0..3, 0..1);