// Vertex shader struct VertexInput { [[location(0)]] position: vec3; [[location(1)]] color: vec4; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] color: vec4; }; [[stage(vertex)]] fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.color = model.color; out.clip_position = vec4(model.position, 1.0); return out; } // Fragment shader [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { return in.color; }