# 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, 3> = array, 3>( vec2(0.0, 0.5), vec2(-0.5, -0.5), vec2(0.5, -0.5)); [[builtin position]] var Position : vec4; [[builtin vertex_idx]] var VertexIndex : i32; fn vtx_main() -> void { Position = vec4(pos[VertexIndex], 0.0, 1.0); return; } entry_point vertex as "main" = vtx_main; # Fragment shader [[location 0]] var outColor : vec4; fn frag_main() -> void { outColor = vec4(1.0, 0.0, 0.0, 1.0); return; } entry_point fragment = frag_main;