// Vertex shader struct VertexInput { @location(0) position: vec2, }; struct VertexOutput { @builtin(position) clip_position: vec4, }; @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.clip_position = vec4(model.position, 0.0, 1.0); return out; } // fragment shader @fragment fn fs_main( in: VertexOutput ) -> @location(0) vec4 { return vec4(0.0, 0.0, 1.0, 1.0); }