// Basic vertex shader for WebGPU rendering
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
struct Uniforms {
view_matrix: mat4x4<f32>,
projection_matrix: mat4x4<f32>,
model_matrix: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Transform vertex position
let world_position = uniforms.model_matrix * vec4<f32>(model.position, 1.0);
let view_position = uniforms.view_matrix * world_position;
out.clip_position = uniforms.projection_matrix * view_position;
// Pass through color
out.color = model.color;
return out;
}