@vertex fn main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4 { let x = f32(1 - i32(in_vertex_index)) * 0.5; let y = f32(1 - i32(in_vertex_index & 1u) * 2) * 0.5; return vec4(x, y, 0.0, 1.0); }