|  | // 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 | 
|  | 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); | 
|  | } |