struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) color: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
@location(1) frag_pos: vec3<f32>,
};
struct TransformUniform {
transform_matrix: mat4x4<f32>,
inverse_matrix: mat4x4<f32>,
};
var<push_constant> transform: TransformUniform;
@vertex
fn vs_main(
input: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.color = input.color;
out.frag_pos = (transform.transform_matrix * vec4<f32>(input.position, 1.0)).xyz;
out.clip_position = vec4<f32>(out.frag_pos, 1.0);
return out;
}
@fragment
fn fs_main(output: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(output.color, 1.0);
}