struct Uniforms { modelViewProjectionMatrix : mat4x4f, } @binding(0) @group(0) var uniforms : Uniforms; struct VertexOutput { @builtin(position) Position : vec4f, @location(0) fragUV : vec2f, @location(1) fragPosition: vec4f, } @vertex fn main( @location(0) position : vec4f, @location(1) uv : vec2f ) -> VertexOutput { var output : VertexOutput; output.Position = uniforms.modelViewProjectionMatrix * position; output.fragUV = uv; output.fragPosition = 0.5 * (position + vec4(1.0, 1.0, 1.0, 1.0)); return output; }