Remove old shader
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				|  | @ -1,19 +0,0 @@ | |||
| struct VertexOutput { | ||||
|     @builtin(position) clip_position: vec4<f32>, | ||||
| }; | ||||
| 
 | ||||
| @vertex | ||||
| fn vs_main( | ||||
|     @builtin(vertex_index) in_vertex_index: u32, | ||||
| ) -> VertexOutput { | ||||
|     var out: VertexOutput; | ||||
|     let x = f32(1 - i32(in_vertex_index)) * 0.5; | ||||
|     let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5; | ||||
|     out.clip_position = vec4<f32>(x, y, 0.0, 1.0); | ||||
|     return out; | ||||
| } | ||||
| 
 | ||||
| @fragment | ||||
| fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { | ||||
|     return vec4<f32>(0.3, 0.2, 0.1, 1.0); | ||||
| } | ||||
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