struct Globals { transform: mat4x4, } @group(0) @binding(0) var globals: Globals; struct VertexInput { @location(0) position: vec2, @location(1) color: vec4, } struct VertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, } @vertex fn vs_main(input: VertexInput) -> VertexOutput { var out: VertexOutput; out.color = input.color; out.position = globals.transform * vec4(input.position, 0.0, 1.0); return out; } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { return input.color; }