UNLIT_WGSL

Constant UNLIT_WGSL 

Source
pub const UNLIT_WGSL: &str = "// Simple Unlit Shader - No camera uniforms, just vertex colors\n\n// Vertex input from the vertex buffer\nstruct VertexInput {\n    @location(0) position: vec3<f32>,\n    @location(1) color: vec3<f32>,\n};\n\n// Output from vertex shader to fragment shader\nstruct VertexOutput {\n    @builtin(position) clip_position: vec4<f32>,\n    @location(0) color: vec3<f32>,\n};\n\n// Vertex shader - transforms positions and passes through colors\n@vertex\nfn vs_main(input: VertexInput) -> VertexOutput {\n    var output: VertexOutput;\n    output.clip_position = vec4<f32>(input.position, 1.0);\n    output.color = input.color;\n    return output;\n}\n\n// Fragment shader - outputs interpolated vertex color\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {\n    return vec4<f32>(input.color, 1.0);\n}";
Expand description

Simple unlit shader for vertex-colored objects.

Outputs interpolated vertex colors directly without any lighting calculations. Useful for debug visualization and UI elements.