/// Shader used for drawing solid color fills. struct VertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, }; @group(2) @binding(0) var colorTransforms: ColorTransforms; @vertex fn main_vertex(in: VertexInput) -> VertexOutput { let pos = globals.view_matrix * transforms.world_matrix * vec4(in.position.x, in.position.y, 0.0, 1.0); let color = in.color * colorTransforms.mult_color + colorTransforms.add_color; let alpha = clamp(color.a, 0.0, 1.0); return VertexOutput(pos, vec4(color.rgb * alpha, alpha)); } @fragment fn main_fragment(in: VertexOutput) -> @location(0) vec4 { return in.color; }