struct Uniforms { camera: vec3f, darkness: f32 } @group(0) @binding(0) var uniforms : Uniforms; struct VertexOutput { @location(0) color: vec4f, @builtin(position) pos: vec4f } @vertex fn vs_main( @location(0) pos: vec3f, @location(1) color: vec4f ) -> VertexOutput { var out: VertexOutput; out.color = color; // out.color[3] -= uniforms.darkness; out.pos = vec4f(pos.xy-uniforms.camera.xy, pos.z, uniforms.camera.z); return out; } @fragment fn fs_main(v: VertexOutput) -> @location(0) vec4f { return v.color; }