/// Shader used for drawing solid color fills. #import common struct VertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, }; #if use_push_constants == true var pc: common::PushConstants; #else @group(1) @binding(0) var transforms: common::Transforms; @group(2) @binding(0) var colorTransforms: common::ColorTransforms; #endif @vertex fn main_vertex(in: common::VertexInput) -> VertexOutput { #if use_push_constants == true var transforms = pc.transforms; #endif let pos = common::globals.view_matrix * transforms.world_matrix * vec4(in.position.x, in.position.y, 0.0, 1.0); return VertexOutput(pos, in.color); } @fragment fn main_fragment(in: VertexOutput) -> @location(0) vec4 { #if use_push_constants == true var colorTransforms = pc.colorTransforms; #endif let color = in.color * colorTransforms.mult_color + colorTransforms.add_color; let alpha = clamp(color.a, 0.0, 1.0); return vec4(color.rgb * alpha, alpha); }