| # 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 | 
 | [[block]] struct Uniforms { | 
 |   [[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>; | 
 | }; | 
 |  | 
 | [[binding(0), set(0)]] var<uniform> uniforms : Uniforms; | 
 |  | 
 | [[location(0)]] var<in> cur_position : vec4<f32>; | 
 | [[location(1)]] var<in> color : vec4<f32>; | 
 | [[location(0)]] var<out> vtxFragColor : vec4<f32>; | 
 | [[builtin(position)]] var<out> Position : vec4<f32>; | 
 |  | 
 | [[stage(vertex)]] | 
 | fn vtx_main() -> void { | 
 |    Position = uniforms.modelViewProjectionMatrix * cur_position; | 
 |    vtxFragColor = color; | 
 |    return; | 
 | } | 
 |  | 
 | # Fragment shader | 
 | [[location(0)]] var<in> fragColor : vec4<f32>; | 
 | [[location(0)]] var<out> outColor : vec4<f32>; | 
 |  | 
 | [[stage(fragment)]] | 
 | fn frag_main() -> void { | 
 |   outColor = fragColor; | 
 |   return; | 
 | } |