// 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 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, }; @vertex fn vtx_main(input : VertexInput) -> VertexOutput { var output : VertexOutput; output.Position = uniforms.modelViewProjectionMatrix * input.cur_position; output.vtxFragColor = input.color; return output; } // Fragment shader @fragment fn frag_main(@location(0) fragColor : vec4) -> @location(0) vec4 { return fragColor; }