| 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 |
| fn frag_main(@location(0) fragColor : vec4<f32>) -> @location(0) vec4<f32> { |
| return fragColor; |
| } |