| 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; | 
 | } |