| # 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_idx]] var<in> VertexIndex : i32; | 
 |  | 
 | fn vtx_main() -> void { | 
 |   Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); | 
 |   return; | 
 | } | 
 | entry_point vertex as "main" = vtx_main; | 
 |  | 
 | # Fragment shader | 
 | [[location 0]] var outColor : ptr<out, vec4<f32>>; | 
 | fn frag_main() -> void { | 
 |   outColor = vec4<f32>(1, 0, 0, 1); | 
 |   return; | 
 | } | 
 | entry_point fragment as "main" = frag_main; |