struct Uniforms {
    mvp: mat4x4<f32>,
}

@group(0) @binding(0)
var<uniform> uniforms: Uniforms;

struct VSIn {
    @location(0) position: vec3<f32>,
    @location(1) uv: vec2<f32>,
};

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

@vertex
fn vs_main(in: VSIn) -> VSOut {
    var out: VSOut;
    let pos = vec4<f32>(in.position, 1.0);
    out.clip_position = uniforms.mvp * pos;
    out.uv = in.uv;
    return out;
}

@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
    // Simple UV-based coloring for demonstration
    return vec4<f32>(in.uv, 0.5, 1.0);
}

