// Vertex shader

[[block]]
struct Uniforms {
    view_pos: vec4<f32>;
    view_proj: mat4x4<f32>;
};
[[group(0), binding(0)]]
var<uniform> uniforms: Uniforms;

[[block]]
struct Light {
    position: vec3<f32>;
    color: vec3<f32>;
};
[[group(1), binding(0)]]
var<uniform> light: Light;

struct VertexInput {
    [[location(0)]] position: vec3<f32>;
};

struct VertexOutput {
    [[builtin(position)]] clip_position: vec4<f32>;
    [[location(0)]] color: vec3<f32>;
};

[[stage(vertex)]]
fn main(
    model: VertexInput,
) -> VertexOutput {
    let scale = 0.25;
    var out: VertexOutput;
    out.clip_position = uniforms.view_proj * vec4<f32>(model.position * scale + light.position, 1.0);
    out.color = light.color;
    return out;
}

// Fragment shader

[[stage(fragment)]]
fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
    return vec4<f32>(in.color, 1.0);
}