struct CameraUniform {
view_proj: mat4x4<f32>,
pixel_to_clip: vec4<f32>,
pixel_to_world: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct VsIn {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VsOut {
@builtin(position) clip: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(in: VsIn) -> VsOut {
var out: VsOut;
out.clip = camera.view_proj * vec4<f32>(in.position, 0.0, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
return in.color;
}