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struct Uniforms {
viewProj : mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> uniforms : Uniforms;
struct VertexInput {
@location(0) position : vec3<f32>,
@location(1) color : vec3<f32>,
}
struct VertexOutput {
@builtin(position) position : vec4<f32>,
@location(0) color : vec3<f32>,
}
@vertex
fn vs_main(in : VertexInput) -> VertexOutput {
var out : VertexOutput;
out.position = uniforms.viewProj * vec4<f32>(in.position, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}
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