| 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>; |
| }; |
| |
| [[stage(vertex)]] |
| fn vtx_main(input : VertexInput) -> VertexOutput { |
| var output : VertexOutput; |
| output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position); |
| output.vtxFragColor = input.color; |
| return output; |
| } |
| |
| [[stage(fragment)]] |
| fn frag_main([[location(0)]] fragColor : vec4<f32>) -> [[location(0)]] vec4<f32> { |
| return fragColor; |
| } |