@vertex fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4 { let uv = vec2(f32((in_vertex_index << 1) & 2), f32(in_vertex_index & 2)) / 2.0; return vec4(uv.x - 0.5, uv.y - 0.5, 0.0, 1.0); } @fragment fn fs_main() -> @location(0) vec4 { return vec4(1.0, 1.0, 1.0, 1.0); }