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20 lines
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GLSL

#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: