struct GlobalUniforms { view_proj: mat4x4f, inv_view_proj: mat4x4f, camera_pos_time: vec4f, params: vec4f, resolution: vec2f, }; @group(0) @binding(0) var uniforms : GlobalUniforms; struct VertexInput { @location(0) position : vec3f, @location(1) color : vec3f, } struct VertexOutput { @builtin(position) position : vec4f, @location(0) color : vec3f, } @vertex fn vs_main(in : VertexInput) -> VertexOutput { var out : VertexOutput; out.position = uniforms.view_proj * vec4f(in.position, 1.0); out.color = in.color; return out; } @fragment fn fs_main(in : VertexOutput) -> @location(0) vec4f { return vec4f(in.color, 1.0); }