# vertex const c_scale: f32 = 1.2; [[location 0]] var a_pos : vec2; [[location 1]] var a_uv : vec2; [[location 0]] var v_uv : vec2; [[builtin position]] var o_position : vec4; fn main_vert() -> void { o_position = vec4(c_scale * a_pos, 0.0, 1.0); return; } entry_point vertex as "main" = main_vert; # fragment [[location 0]] var a_uv : vec2; #layout(set = 0, binding = 0) uniform texture2D u_texture; #layout(set = 0, binding = 1) uniform sampler u_sampler; [[location 0]] var o_color : vec4; fn main_frag() -> void { o_color = vec4(1.0, 0.0, 0.0, 1.0); #TODO: sample return; } entry_point fragment as "main" = main_frag;