struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
struct Uniforms {
mvp: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2<f32>(0.0, 0.5),
vec2<f32>(0.5, -0.5),
vec2<f32>(-0.5, -0.5)
);
var colors = array<vec3<f32>, 3>(
vec3<f32>(1.0, 0.0, 0.0),
vec3<f32>(0.0, 1.0, 0.0),
vec3<f32>(0.0, 0.0, 1.0)
);
var output: VertexOutput;
let position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
output.position = uniforms.mvp * position;
output.color = colors[vertex_index];
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(input.color, 1.0);
}