struct Uniforms { modelViewProjectionMatrix : mat4x4, }; @binding(0) @group(0) var uniforms : Uniforms; struct VertexOutput { @builtin(position) Position : vec4, @location(0) fragUV : vec2, @location(1) fragPosition: vec4, }; @vertex fn main(@location(0) position : vec4, @location(1) uv : vec2) -> VertexOutput { var output : VertexOutput; output.Position = position * uniforms.modelViewProjectionMatrix; output.fragUV = uv; output.fragPosition = 0.5 * (position + vec4(1.0, 1.0, 1.0, 1.0)); return output; }