Variable defaultWglslVertexConst

defaultWglslVertex: " \n struct VertexInput {\n @location(0) pos: vec2<f32>,\n @builtin(vertex_index) index : u32\n };\n\n struct VertexOutput {\n @builtin(position) pos: vec4<f32>,\n @location(0) uv: vec2<f32>,\n @location(1) fragCoord: vec2<f32>\n };\n\n @vertex\n fn main_vertex(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n var pos: vec2<f32> = input.pos * 2.0 - 1.0;\n output.pos = vec4<f32>(pos, 0.0, 1.0);\n output.uv = pos;\n output.fragCoord = vec2<f32>((pos.x + 1.0) / 2.0, (1.0 - pos.y) / 2.0); \n return output;\n }\n" = ...

Default vertex shader code for rendering a rectangle.