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// Vertex shader
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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@vertex
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fn vs_main(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = vec4<f32>(in.position, 0.0, 1.0);
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out.color = in.color;
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return in.color;
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}
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