struct VertexOutput {
@location(0) uv: vec2<f32>,
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
) -> VertexOutput {
var out: VertexOutput;
// Generate a triangle that covers the whole screen
out.uv = vec2<f32>(
f32((vi << 1u) & 2u),
f32(vi & 2u),
);
out.clip_position = vec4<f32>(out.uv * 2.0 - 1.0, 0.0, 1.0);
// We need to invert the y coordinate so the image
// is not upside down
out.uv.y = 1.0 - out.uv.y;
return out;
}