| // Copyright 2020 The Dawn & Tint Authors | 
 | // | 
 | // Redistribution and use in source and binary forms, with or without | 
 | // modification, are permitted provided that the following conditions are met: | 
 | // | 
 | // 1. Redistributions of source code must retain the above copyright notice, this | 
 | //    list of conditions and the following disclaimer. | 
 | // | 
 | // 2. Redistributions in binary form must reproduce the above copyright notice, | 
 | //    this list of conditions and the following disclaimer in the documentation | 
 | //    and/or other materials provided with the distribution. | 
 | // | 
 | // 3. Neither the name of the copyright holder nor the names of its | 
 | //    contributors may be used to endorse or promote products derived from | 
 | //    this software without specific prior written permission. | 
 | // | 
 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 
 | // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 
 | // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | 
 | // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | 
 | // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | 
 | // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | 
 | // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | 
 | // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 
 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
 |  | 
 | // Vertex shader | 
 |  struct Uniforms { | 
 |   modelViewProjectionMatrix : mat4x4<f32>, | 
 | }; | 
 |  | 
 | @binding(0) @group(0) var<uniform> uniforms : Uniforms; | 
 |  | 
 | struct VertexInput { | 
 |   @location(0) cur_position : vec4<f32>, | 
 |   @location(1) color : vec4<f32>, | 
 | }; | 
 |  | 
 | struct VertexOutput { | 
 |   @location(0) vtxFragColor : vec4<f32>, | 
 |   @builtin(position) Position : vec4<f32>, | 
 | }; | 
 |  | 
 | @vertex | 
 | fn vtx_main(input : VertexInput) -> VertexOutput { | 
 |   var output : VertexOutput; | 
 |   output.Position = uniforms.modelViewProjectionMatrix * input.cur_position; | 
 |   output.vtxFragColor = input.color; | 
 |   return output; | 
 | } | 
 |  | 
 | // Fragment shader | 
 |  | 
 | @fragment | 
 | fn frag_main(@location(0) fragColor : vec4<f32>) | 
 |           -> @location(0) vec4<f32> { | 
 |   return fragColor; | 
 | } |