|  | // 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), group(0)]] var<uniform> uniforms : [[access(read)]] 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; | 
|  | } | 
|  |  | 
|  | // Fragment shader | 
|  | [[location(0)]] var<in> fragColor : vec4<f32>; | 
|  | [[location(0)]] var<out> outColor : vec4<f32>; | 
|  |  | 
|  | [[stage(fragment)]] | 
|  | fn frag_main() -> void { | 
|  | outColor = fragColor; | 
|  | } |