use nalgebra::{Vector2, Vector4};
use wgpu::{VertexAttribute, VertexBufferLayout, VertexFormat, VertexStepMode};
use super::Vertex;
pub const VERTEX_BUFFER_LAYOUT: VertexBufferLayout = VertexBufferLayout {
array_stride: 32, step_mode: VertexStepMode::Vertex,
attributes: &[
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 4 * 4,
shader_location: 1,
},
],
};
pub const QUAD_INDEX: &[u32] = &[0, 1, 2, 2, 3, 0];
pub const QUAD_VERTEX: &[Vertex] = &[
Vertex::new(Vector4::new(-1.0, -1.0, 1.0, 1.0), Vector2::new(0.0, 0.0)),
Vertex::new(Vector4::new(1.0, -1.0, 1.0, 1.0), Vector2::new(1.0, 0.0)),
Vertex::new(Vector4::new(1.0, 1.0, 1.0, 1.0), Vector2::new(1.0, 1.0)),
Vertex::new(Vector4::new(-1.0, 1.0, 1.0, 1.0), Vector2::new(0.0, 1.0)),
];