// PerScene values.
@group(0) @binding(0)
var<uniform> camera: super::camera::Camera;
// PerDraw values.
struct Uniforms {
color: vec4<f32>
}
@group(1) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> @builtin(position) vec4<f32> {
return camera.view_projection * vec4(in.position.xyz, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4(uniforms.color);
}