// 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
let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
    vec2<f32>(0.0, 0.5),
    vec2<f32>(-0.5, -0.5),
    vec2<f32>(0.5, -0.5));

[[stage(vertex)]]
fn vtx_main([[builtin(vertex_index)]] VertexIndex : i32)
         -> [[builtin(position)]] vec4<f32> {
  return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
}

// Fragment shader
[[stage(fragment)]]
fn frag_main() -> [[location(0)]] vec4<f32> {
  return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}