@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct CameraUniform {
view_proj: mat4x4<f32>,
pixel_to_clip: vec4<f32>, // (2/width, 2/height, _, _) - for screen-space sizing
pixel_to_world: vec4<f32>, // (world_per_pixel_x, world_per_pixel_y, _, _) - for world-space patterns
};
struct VsIn {
@location(0) pos: vec2<f32>,
@location(1) alpha: f32,
};
struct VsOut {
@builtin(position) clip: vec4<f32>,
@location(0) alpha: f32,
};
@vertex
fn vs_main(in: VsIn) -> VsOut {
var out: VsOut;
out.clip = camera.view_proj * vec4<f32>(in.pos, 0.0, 1.0);
out.alpha = in.alpha;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
return vec4<f32>(0.8, 0.8, 0.8, in.alpha);
}