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learn-wgpu/code/beginner/tutorial3-pipeline/src/challenge.wgsl

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// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) position: vec2<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let x = f32(1 - i32(in_vertex_index)) * 0.5;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
out.position = vec2<f32>(x, y);
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.position, 0.5, 1.0);
}