1#import bevy_render::{2 view::View,3 globals::Globals,4}5#import bevy_ui::ui_vertex_output::UiVertexOutput7@group(0) @binding(0)8var<uniform> view: View;9@group(0) @binding(1)10var<uniform> globals: Globals;12@vertex13fn vertex(14 @location(0) vertex_position: vec3<f32>,15 @location(1) vertex_uv: vec2<f32>,16 @location(2) size: vec2<f32>,17 @location(3) border_widths: vec4<f32>,18) -> UiVertexOutput {19 var out: UiVertexOutput;20 out.uv = vertex_uv;21 out.position = view.clip_from_world * vec4<f32>(vertex_position, 1.0);22 out.size = size;23 out.border_widths = border_widths;24 return out;25}27@fragment28fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {29 return vec4<f32>(1.0);30}