/// Shader used for drawing solid color fills. struct VertexOutput { [[builtin(position)]] position: vec4; [[location(0)]] color: vec4; }; [[stage(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 * transforms.mult_color + transforms.add_color; let alpha = clamp(color.a, 0.0, 1.0); return VertexOutput(pos, vec4(color.rgb * alpha, alpha)); } [[stage(fragment)]] fn main_fragment(in: VertexOutput) -> [[location(0)]] vec4 { return in.color; }