struct VertexOutput {
@location(0) tex_coords: vec2<f32>,
@builtin(position) out_pos: vec4<f32>,
};
@vertex
fn main(
@location(0) pos: vec2<f32>,
) -> VertexOutput {
let out_pos: vec4<f32> = vec4<f32>(pos, 0.0, 1.0);
let tex_coords: vec2<f32> = vec2<f32>(pos.x * 0.5 + 0.5, 1.0 - (pos.y * 0.5 + 0.5));
return VertexOutput(tex_coords, out_pos);
}