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// Compute the normalized quad coordinates based on the vertex index. fn vertex_position(vertex_index: u32) -> vec2<f32> { // #: 0 1 2 3 4 5 // x: 1 1 0 0 0 1 // y: 1 0 0 0 1 1 return vec2<f32>((vec2(1u, 2u) + vertex_index) % vec2(6u) < vec2(3u)); }