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// basic.wgsl - shader used for drawing debug stuff like lines and shii
@group(0) @binding(0) var<uniform> camera: mat4x4<f32>;
struct VertexInput {
@location(0) position: vec4<f32>, // ignore w value
@location(1) colour: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) colour: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = camera * vec4<f32>(in.position.xyz, 1.0);
out.colour = in.colour;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.colour;
}