const triangles = array(vec2f(-1.0, -1.0), vec2f(3.0, -1.0), vec2f(-1.0, 3.0)); @vertex fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4f { return vec4f(triangles[vertex_index], 0.0, 1.0); } @fragment fn fs_main(@builtin(view_index) view_index: u32) -> @location(0) vec4f { return vec4f(f32(view_index) * 0.25 + 0.125, 1.0 - f32(view_index) * 0.25, 1.0 - 0.5 * f32(view_index), 1.0); }