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(
name: "VolumeMarkerLighting",
resources: [
(
name: "properties",
kind: PropertyGroup([
(name: "worldViewProjection", kind: Matrix4()),
]),
binding: 0
),
],
passes: [
(
name: "Primary",
// Drawing params are dynamic.
vertex_shader:
r#"
layout (location = 0) in vec3 vertexPosition;
void main()
{
gl_Position = properties.worldViewProjection * vec4(vertexPosition, 1.0);
}
"#,
fragment_shader:
r#"
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0);
}
"#,
)
]
)