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Fetching WebGPU shaders. Created my first bona fide pipeline. The vertex shader compares the built-in vertex index and the numRows/numColumns uniforms to produce a grid of quads with no vertex or index buffer whatsoever!
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shaders/rainPass.frag.wgsl
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3
shaders/rainPass.frag.wgsl
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[[stage(fragment)]] fn main([[location(0)]] UV : vec2<f32>) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, UV, 1.0);
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}
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