#version 450 // I don't know what these inputs actually are, but the shader doesn't compile // if we don't actually consume them. It doesn't seem to matter what type I use // to describe each field, so I just picked vec2. // // I think these are probably declared in the derived AsBindGroup trait that // binds data between the Rust application and the shader? layout(location = 0) in vec2 _; layout(location = 1) in vec2 _; layout(location = 2) in vec2 _; layout(location = 0) out vec4 o_Target; void main() { o_Target = vec4(1.0, 0.0, 1.0, 1.0); } // vim: set ft=glsl: