pathland/src/graphics/cover_screen.wgsl

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@vertex
fn vs_main(@builtin(vertex_index) ix: u32) -> @builtin(position) vec4<f32> {
var x: f32;
var y: f32;
// (-1, 1), (-1, -1), (1, -1), (1, 1), (-1, 1), triangle strip.
if ix == u32(2) || ix == u32(3) {
x = 1.0;
} else {
x = -1.0;
}
if ix == u32(1) || ix == u32(2) {
y = -1.0;
} else {
y = 1.0;
}
return vec4<f32>(x, y, 0.0, 1.0);
}