// Vertex shader struct Camera { view_proj: mat4x4; }; [[group(1), binding(0)]] var camera: Camera; struct VertexInput { [[location(0)]] position: vec2; [[location(1)]] tc: vec2; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] tc: vec2; }; [[stage(vertex)]] fn vs_main( model: VertexInput>;, ) -> VertexOutput { var out: VertexOutput; out.tc = model.tc; out.clip_position = vec4(model.position, 0.0, 1.0); return out; } // Fragment shader [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { return vec4(1.0, 0.0, 0.0, 1.0); }