|  | // Copyright 2020 The Tint Authors. | 
|  | // | 
|  | // Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | // you may not use this file except in compliance with the License. | 
|  | // You may obtain a copy of the License at | 
|  | // | 
|  | //     http://www.apache.org/licenses/LICENSE-2.0 | 
|  | // | 
|  | // Unless required by applicable law or agreed to in writing, software | 
|  | // distributed under the License is distributed on an "AS IS" BASIS, | 
|  | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | // See the License for the specific language governing permissions and | 
|  | // limitations under the License. | 
|  |  | 
|  | // Vertex shader | 
|  | const pos = array<vec2<f32>, 3>(vec2(0.0, 0.5), | 
|  | vec2(-0.5, -0.5), | 
|  | vec2(0.5, -0.5)); | 
|  |  | 
|  | @vertex | 
|  | fn vtx_main(@builtin(vertex_index) VertexIndex : u32) | 
|  | -> @builtin(position) vec4<f32> { | 
|  | return vec4<f32>(pos[VertexIndex], 0.0, 1.0); | 
|  | } | 
|  |  | 
|  | // Fragment shader | 
|  | @fragment | 
|  | fn frag_main() -> @location(0) vec4<f32> { | 
|  | return vec4<f32>(1.0, 0.0, 0.0, 1.0); | 
|  | } |