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								src/shader.wgsl
									
									
									
									
									
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					// Vertex shader
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					struct VertexOutput {
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					    @builtin(position) clip_position: vec4<f32>,
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					};
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					@vertex
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					fn vs_main(
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					    @builtin(vertex_index) in_vertex_index: u32,
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					) -> VertexOutput {
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					    var out: VertexOutput;
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					    let x = f32(1 - i32(in_vertex_index)) * 0.5;
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					    let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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					    out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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					    return out;
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					}
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