struct GridUniform {
transform_matrix: mat4x4<f32>,
grid_color: vec4<f32>,
grid_spacing: vec2<f32>,
_padding: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> grid: GridUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_grid(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
let pos_4d = vec4<f32>(vertex.position, 0.0, 1.0);
out.clip_position = grid.transform_matrix * pos_4d;
return out;
}
@fragment
fn fs_grid(in: VertexOutput) -> @location(0) vec4<f32> {
return grid.grid_color;
}