// Vertex shader
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.color = model.color;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 0.0, 1.0);
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}