// Vertex shader struct InstanceInput { @location(2) transform_matrix_0: vec4, @location(3) transform_matrix_1: vec4, @location(4) transform_matrix_2: vec4, @location(5) transform_matrix_3: vec4, }; struct VertexOutput { @builtin(position) clip_position: vec4, } @vertex fn vertex_shader_main( instance: InstanceInput, ) -> VertexOutput { let transform_matrix = mat4x4( instance.transform_matrix_0, instance.transform_matrix_1, instance.transform_matrix_2, instance.transform_matrix_3, ); // Stars consist of only one vertex, so we don't need to pass a buffer into this shader. // We need one instance per star, and that's it! let pos = vec4(0.0, 0.0, 0.0, 1.0); var out: VertexOutput; out.clip_position = transform_matrix * pos; return out; } // Fragment shader @fragment fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4 { return vec4(1.0, 1.0, 1.0, 1.0); }