blob: bf949c954a3d95fce8c496ad027404b7dc826e25 [file]
struct Uniforms {
tint: vec4<f32>,
offset: vec4<f32>,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) shade: f32,
};
@vertex
fn vs_main(@location(0) position: vec2<f32>, @location(1) shade: f32) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(position + u.offset.xy, 0.0, 1.0);
out.shade = shade;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(u.tint.rgb * in.shade, 1.0);
}