struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
proj: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
let mvp = uniforms.proj * uniforms.view * uniforms.model;
out.clip_position = mvp * vec4<f32>(model.position, 1.0);
out.uv = model.uv;
return out;
}