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path: root/assets/final/shaders/visual_debug.wgsl
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struct GlobalUniforms {
    view_proj: mat4x4<f32>,
    inv_view_proj: mat4x4<f32>,
    camera_pos_time: vec4<f32>,
    params: vec4<f32>,
    resolution: vec2<f32>,
};
@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;

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.view_proj * 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);
}