| 1234567891011121314151617181920212223242526272829303132333435 |
- // Vertex shader
- struct CameraUniform {
- view_proj: mat4x4<f32>
- }
- @group(0) @binding(0)
- var<uniform> camera: CameraUniform;
- struct VertexInput {
- @location(0) position: vec3<f32>,
- @location(1) color: vec3<f32>,
- };
- struct VertexOutput {
- @builtin(position) clip_position: vec4<f32>,
- @location(0) color: vec3<f32>,
- };
- @vertex
- fn vs_main(
- model: VertexInput,
- ) -> VertexOutput {
- var out: VertexOutput;
- out.color = model.color;
- out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
- return out;
- }
- // Fragment shader
- @fragment
- fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- return vec4<f32>(1.0,0.0,0.0, 1.0);
- }
|