# Color Mesh Shader
## Bind Groups
```rs
@group(0) @binding(0)
var<uniform> camera : Camera;
struct Camera {
view_pos : vec4<f32>,
view_proj : mat4x4<f32>,
}
```
## Vertex, Instance, Vertex Output
```rs,wgsl
struct Vertex {
@location(0) pos: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct Instance {
@location(2) col1: vec4<f32>,
@location(3) col2: vec4<f32>,
@location(4) col3: vec4<f32>,
@location(5) translation: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
```
## Vertex Shader
has access to the following arguments:
- `vertex: `
```rs,vertex
let model_matrix = mat4x4<f32>(
instance.col1,
instance.col2,
instance.col3,
instance.translation,
);
let world_position = vec4<f32>(vertex.pos, 1.0);
var out: VertexOutput;
out.clip_position = camera.view_proj * model_matrix * world_position;
out.color = vertex.color * vec4(1.0,0.3,0.3,1.0);
return out;
```
```rs,vertex
@group(0) @binding(0)
var<uniform> camera : Camera;
struct Camera {
view_pos : vec4<f32>,
view_proj : mat4x4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
struct Vertex {
@location(0) pos: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct Instance {
@location(2) col1: vec4<f32>,
@location(3) col2: vec4<f32>,
@location(4) col3: vec4<f32>,
@location(5) translation: vec4<f32>,
}
@vertex
fn vs_main(vertex: Vertex, instance: Instance) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.col1,
instance.col2,
instance.col3,
instance.translation,
);
let world_position = vec4<f32>(vertex.pos, 1.0);
var out: VertexOutput;
out.clip_position = camera.view_proj * model_matrix * world_position;
out.color = vertex.color * vec4(1.0,0.3,0.3,1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}
```