struct Uniforms {
matrix: mat4x4<f32>,
rescale_factors: vec3<f32>,
}
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = uniforms.matrix * vec4<f32>(in.position, 1.0);
out.position.x *= uniforms.rescale_factors.x;
out.position.y *= uniforms.rescale_factors.y;
out.position.z *= uniforms.rescale_factors.z;
// out.position.w = 1.0 - out.position.z;
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}