// Vertex shader struct InstanceInput { @location(2) position: vec2, }; struct VertexOutput { @builtin(position) clip_position: vec4, } @vertex fn vertex_shader_main( instance: InstanceInput, ) -> VertexOutput { // 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! var out: VertexOutput; out.clip_position = vec4(instance.position, 0.0, 1.0); return out; } // Fragment shader @fragment fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4 { return vec4(1.0, 1.0, 1.0, 1.0); }