struct VertexOutput {
@location(0) color: vec4<f32>,
@builtin(position) position: vec4<f32>,
}
struct Locals {
transform: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> u_locals: Locals;
@vertex
fn vs_main(
@location(0) position: vec4<f32>,
@location(1) color: vec4<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.color = color;
out.position = u_locals.transform * position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}