[[block]] struct Uniforms { modelViewProjectionMatrix : mat4x4; }; [[binding(0), group(0)]] var uniforms : Uniforms; struct VertexInput { [[location(0)]] cur_position : vec4; [[location(1)]] color : vec4; }; struct VertexOutput { [[location(0)]] vtxFragColor : vec4; [[builtin(position)]] Position : vec4; }; [[stage(vertex)]] fn vtx_main(input : VertexInput) -> VertexOutput { var output : VertexOutput; output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position); output.vtxFragColor = input.color; return output; } [[stage(fragment)]] fn frag_main([[location(0)]] fragColor : vec4) -> [[location(0)]] vec4 { return fragColor; }