struct VertexUniform { matrix: mat4x4, } @binding(0) @group(0) var ubos: array; struct VertexOut { @builtin(position) position_clip: vec4, @location(0) frag_uv: vec2, @location(1) frag_bary: vec3, @interpolate(flat) @location(2) instance_index: u32, } @stage(vertex) fn main( @builtin(instance_index) instanceIdx: u32, @builtin(vertex_index) vertex_index: u32, @location(0) position: vec4, @location(1) uv: vec2, ) -> VertexOut { var output : VertexOut; output.position_clip = ubos[instanceIdx].matrix * position; output.frag_uv = uv; output.frag_bary = vec3( f32(vertex_index % 3u == 1u), f32(vertex_index % 3u == 2u), f32(vertex_index % 3u == 0u), ); output.instance_index = instanceIdx; return output; }