struct Uniform { xf: mat4x4; color: vec4; }; @group(0) @binding(0) var ubuf: Uniform; struct VertexOutput { @builtin(position) pos: vec4; //@builtin(normal) norm: vec4; }; @stage(vertex) fn vs_main(@location(0) in_pos: vec3) -> VertexOutput {//, @location(1) in_norm: vec3) -> VertexOutput { var out: VertexOutput; out.pos = ubuf.xf * vec4(in_pos, 1.0); //out.norm = in_norm; return out; } @stage(fragment) fn fs_main(in: VertexOutput) -> @location(0) vec4 { return ubuf.color; }