#include globals.wgsl struct LightVertexInput { @location(0) position: vec3, }; struct LightVertexOutput { @builtin(position) clip_position: vec4, @location(0) color: vec3, }; @vertex fn vs_main( model: LightVertexInput, ) -> LightVertexOutput { let scale = 10.0; var out: LightVertexOutput; out.clip_position = camera.proj * camera.view * vec4(model.position * scale + light.position, 1.0); out.color = light.color.xyz; return out; } @fragment fn fs_main(in: LightVertexOutput) -> @location(0) vec4 { return vec4(in.color, 1.0); }