// Screen-space axes indicator overlay.
//
// No camera transform — vertex positions are already in clip space (NDC).
// Per-vertex color with alpha blending for circle backgrounds.
struct VertexIn {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(in: VertexIn) -> VertexOut {
var out: VertexOut;
out.clip_pos = vec4<f32>(in.position, 0.0, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.color;
}