
struct Uniforms {
    transform: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;

struct VertexInput {
    @location(0) position: vec4<f32>,
    @location(1) tex_coords: vec2<f32>,
};

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) tex_coords: vec2<f32>,
};

@vertex
fn vs_main(
    model: VertexInput,
) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = uniforms.transform * model.position;
    out.tex_coords = model.tex_coords;
    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    return vec4<f32>(in.tex_coords, 0.0, 1.0);
}
