| // 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> = array<vec2<f32>, 3>( | 
 |     vec2<f32>(0.0, 0.5), | 
 |     vec2<f32>(-0.5, -0.5), | 
 |     vec2<f32>(0.5, -0.5)); | 
 |  | 
 | [[builtin(position)]] var<out> Position : vec4<f32>; | 
 | [[builtin(vertex_index)]] var<in> VertexIndex : i32; | 
 |  | 
 | [[stage(vertex)]] | 
 | fn vtx_main() -> void { | 
 |   Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); | 
 | } | 
 |  | 
 | // Fragment shader | 
 | [[location(0)]] var<out> outColor : vec4<f32>; | 
 |  | 
 | [[stage(fragment)]] | 
 | fn frag_main() -> void { | 
 |   outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0); | 
 | } |