5#import bevy_ui::ui_vertex_output::UiVertexOutput 8var<uniform> view: View; 10var<uniform> globals: Globals; 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 @location(4) border_radius: vec4<f32>, 20 var out: UiVertexOutput; 22 out.position = view.clip_from_world * vec4<f32>(vertex_position, 1.0); 24 out.border_widths = border_widths; 25 out.border_radius = border_radius; 30fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> { 31 return vec4<f32>(1.0);