struct BackgroundUniforms {
projection: mat4x4<f32>,
depth: f32,
_pad0: f32,
_pad1: f32,
_pad2: f32,
}
@group(0) @binding(0) var<uniform> uniforms: BackgroundUniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) _pad: f32,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = uniforms.projection * vec4<f32>(vertex.position.xy, 0.0, 1.0);
output.position.z = uniforms.depth;
output.color = vertex.color;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
if input.color.a < 0.01 {
discard;
}
return input.color;
}