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shaders/shader.wgsl Normal file
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@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
// param 0
// x = -1
// y = -1
// param 1
// x = 0
// y = 1
// param 2
// x = 1
// y = -1
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 1.0, 1.0);
}