// 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); }