struct Camera {
view_pos: vec4<f32>,
view_proj: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> camera: Camera;
struct Vertex {
@location(0) pos: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(
vertex: Vertex,
) -> VertexOutput {
let world_position = vec4<f32>(vertex.pos, 1.0);
var out: VertexOutput;
out.clip_position = camera.view_proj * world_position;
out.color = vertex.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}