struct _MatrixStorage_float4x4_ColMajorstd140_0 { @align(16) data_0 : array, i32(4)>, }; struct Uniforms_std140_0 { @align(16) proj_0 : _MatrixStorage_float4x4_ColMajorstd140_0, }; @binding(1) @group(0) var uniforms_0 : Uniforms_std140_0; @binding(0) @group(0) var colorTexture_0 : texture_2d; @binding(2) @group(0) var samplerState_0 : sampler; const square_0 : array, i32(6)> = array, i32(6)>( vec2(-0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(0.5f, -0.5f), vec2(0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(0.5f, 0.5f) ); struct VSOutput_0 { @builtin(position) pos_0 : vec4, uv_0 : vec2, color_0 : vec4, alpha_0 : f32, }; struct vertexInput_0 { @location(0) pos_1 : vec2, @location(1) scale_0 : vec2, @location(2) uv_1 : vec2, @location(3) color_1 : vec4, @location(4) alpha_1 : f32, }; @vertex fn vs_main( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32) -> VSOutput_0 { var output_0 : VSOutput_0; output_0.pos_0 = (((vec4(square_0[vertex_index_0 % u32(6)] * _S1.scale_0 + _S1.pos_1, 0.0f, 1.0f)) * (mat4x4(uniforms_0.proj_0.data_0[i32(0)][i32(0)], uniforms_0.proj_0.data_0[i32(1)][i32(0)], uniforms_0.proj_0.data_0[i32(2)][i32(0)], uniforms_0.proj_0.data_0[i32(3)][i32(0)], uniforms_0.proj_0.data_0[i32(0)][i32(1)], uniforms_0.proj_0.data_0[i32(1)][i32(1)], uniforms_0.proj_0.data_0[i32(2)][i32(1)], uniforms_0.proj_0.data_0[i32(3)][i32(1)], uniforms_0.proj_0.data_0[i32(0)][i32(2)], uniforms_0.proj_0.data_0[i32(1)][i32(2)], uniforms_0.proj_0.data_0[i32(2)][i32(2)], uniforms_0.proj_0.data_0[i32(3)][i32(2)], uniforms_0.proj_0.data_0[i32(0)][i32(3)], uniforms_0.proj_0.data_0[i32(1)][i32(3)], uniforms_0.proj_0.data_0[i32(2)][i32(3)], uniforms_0.proj_0.data_0[i32(3)][i32(3)])))); output_0.uv_0 = _S1.uv_1; output_0.color_0 = _S1.color_1; output_0.alpha_0 = _S1.alpha_1; return output_0; } struct pixelOutput_0 { @location(0) output_1 : vec4, }; struct pixelInput_0 { @location(0) uv_2 : vec2, @location(1) color_2 : vec4, @location(2) alpha_2 : f32, }; @fragment fn fs_main( _S2 : pixelInput_0, @builtin(position) pos_2 : vec4) -> pixelOutput_0 { var _S3 : pixelOutput_0 = pixelOutput_0( (textureSample((colorTexture_0), (samplerState_0), (_S2.uv_2))) * vec4(_S2.color_2.xyz, _S2.alpha_2) ); return _S3; }