@vertex fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4 { var uv : vec2 = vec2( (in_vertex_index << 1u) & 2u, in_vertex_index & 2u ); var uv_f32 : vec2 = vec2(f32(uv.x), f32(uv.y)); return vec4( uv_f32 * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0 ); }