/// Shader used for drawing solid color fills. #import common struct VertexInput { @location(0) position: vec2, @location(1) color: vec4, }; 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: VertexInput) -> VertexOutput { #if use_push_constants == true var transforms = pc.transforms; var colorTransforms = pc.colorTransforms; #endif let pos = common::globals.view_matrix * transforms.world_matrix * vec4(in.position.x, in.position.y, 0.0, 1.0); let color = saturate(in.color * colorTransforms.mult_color + colorTransforms.add_color); return VertexOutput(pos, vec4(color.rgb * color.a, color.a)); } @fragment fn main_fragment(in: VertexOutput) -> @location(0) vec4 { return in.color; }