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struct Globals {
transform: mat4x4<f32>;
};
[[group(0), binding(0)]] var<uniform> globals: Globals;
struct VertexInput {
[[location(0)]] position: vec2<f32>;
[[location(1)]] color: vec4<f32>;
};
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] color: vec4<f32>;
};
[[stage(vertex)]]
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.color = input.color;
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;
}
[[stage(fragment)]]
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
return input.color;
}
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