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