2 mesh2d_view_bindings::globals, 3 mesh2d_functions::{get_world_from_local, mesh2d_position_local_to_clip}, 7 @builtin(instance_index) instance_index: u32, 8 @location(0) position: vec3<f32>, 9 @location(1) color: vec4<f32>, 10 @location(2) barycentric: vec3<f32>, 14 @builtin(position) clip_position: vec4<f32>, 15 @location(0) color: vec4<f32>, 16 @location(1) barycentric: vec3<f32>, 20fn vertex(vertex: Vertex) -> VertexOutput { 21 var out: VertexOutput; 22 let world_from_local = get_world_from_local(vertex.instance_index); 23 out.clip_position = mesh2d_position_local_to_clip(world_from_local, vec4<f32>(vertex.position, 1.0)); 24 out.color = vertex.color; 25 out.barycentric = vertex.barycentric; 30 @location(0) color: vec4<f32>, 31 @location(1) barycentric: vec3<f32>, 35fn fragment(input: FragmentInput) -> @location(0) vec4<f32> { 36 let d = min(input.barycentric.x, min(input.barycentric.y, input.barycentric.z)); 37 let t = 0.05 * (0.85 + sin(5.0 * globals.time)); 38 return mix(vec4(1.0,1.0,1.0,1.0), input.color, smoothstep(t, t+0.01, d));