blob: 302e7bb27a3c46144eeff60816f4075aed41913b [file] [log] [blame]
struct Output {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] color : vec4<f32>;
};
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32,
[[builtin(instance_index)]] InstanceIndex : u32) -> Output {
// TODO: remove workaround for Tint unary array access broke
var zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(
vec2<f32>(0.2, 0.2),
vec2<f32>(0.3, 0.3),
vec2<f32>(-0.1, -0.1),
vec2<f32>(1.1, 1.1));
let z : f32 = zv[InstanceIndex].x;
var output : Output;
output.Position = vec4<f32>(0.5, 0.5, z, 1.0);
var colors : array<vec4<f32>, 4> = array<vec4<f32>, 4>(
vec4<f32>(1.0, 0.0, 0.0, 1.0),
vec4<f32>(0.0, 1.0, 0.0, 1.0),
vec4<f32>(0.0, 0.0, 1.0, 1.0),
vec4<f32>(1.0, 1.0, 1.0, 1.0)
);
output.color = colors[InstanceIndex];
return output;
}