struct VertexUniform { matrix: mat4x4, } @binding(0) @group(0) var ubo: VertexUniform; struct VertexOut { @builtin(position) position_clip: vec4, @location(0) frag_uv: vec2, @interpolate(linear) @location(1) frag_bary: vec2, @interpolate(flat) @location(2) triangle_index: u32, } @vertex fn main( @builtin(vertex_index) vertex_index: u32, @location(0) position: vec4, @location(1) uv: vec2, ) -> VertexOut { var output : VertexOut; output.position_clip = ubo.matrix * position; output.frag_uv = uv; // Generates [0.0, 0.0], [0.5, 0.0], [1.0, 1.0] // // Equal to: // // if ((vertex_index+1u) % 3u == 0u) { // output.frag_bary = vec2(0.0, 0.0); // } else if ((vertex_index+1u) % 3u == 1u) { // output.frag_bary = vec2(0.5, 0.0); // } else { // output.frag_bary = vec2(1.0, 1.0); // } // output.frag_bary = vec2( f32((vertex_index+1u) % 3u) * 0.5, 1.0 - f32((((vertex_index + 3u) % 3u) + 1u) % 2u), ); output.triangle_index = vertex_index / 3u; return output; }