[[block]] 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; }; [[stage(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; } [[stage(fragment)]] fn fs_main(input: VertexOutput) -> [[location(0)]] vec4 { return input.color; }