// 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>(vec2(0.0, 0.5), vec2(-0.5, -0.5), vec2(0.5, -0.5)); @vertex fn vtx_main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> { return vec4<f32>(pos[VertexIndex], 0.0, 1.0); } // Fragment shader @fragment fn frag_main() -> @location(0) vec4<f32> { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }