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struct GlobalUniforms {
view_proj: mat4x4f,
inv_view_proj: mat4x4f,
camera_pos_time: vec4f,
params: vec4f,
resolution: vec2f,
};
@group(0) @binding(0) var<uniform> 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);
}
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