// Scatter plot vertex shader
struct Uniforms {
view_matrix: mat4x4<f32>,
projection_matrix: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec2<f32>,
}
struct InstanceInput {
@location(1) instance_position: vec2<f32>,
@location(2) instance_color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VertexOutput {
var out: VertexOutput;
let world_position = vec4<f32>(vertex.position + instance.instance_position, 0.0, 1.0);
out.clip_position = uniforms.projection_matrix * uniforms.view_matrix * world_position;
out.color = instance.instance_color;
return out;
}