// PerScene values.
@group(0) @binding(0)
var<uniform> camera: super::camera::Camera;
struct VertexInput {
@location(0) position: vec4<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
// TODO: scale in screenspace?
var out: VertexOutput;
out.clip_position = camera.view_projection * vec4(in.position.xyz, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4(in.color.rgb, 1.0);
}