export declare const enum RectangleRendererBindingId { Shapes = 0, LayoutInfoUniform = 1, ScrollOffset = 2 } export declare const rectangleRendererWgsl = "\n\nstruct Vertex {\n\t@location(0) position: vec2f,\n};\n\nstruct LayoutInfo {\n\tcanvasDims: vec2f,\n\tviewportOffset: vec2f,\n\tviewportDims: vec2f,\n}\n\nstruct ScrollOffset {\n\toffset: vec2f,\n}\n\nstruct Shape {\n\tposition: vec2f,\n\tsize: vec2f,\n\tcolor: vec4f,\n};\n\nstruct VSOutput {\n\t@builtin(position) position: vec4f,\n\t@location(1) color: vec4f,\n};\n\n// Uniforms\n@group(0) @binding(1) var layoutInfo: LayoutInfo;\n\n// Storage buffers\n@group(0) @binding(0) var shapes: array;\n@group(0) @binding(2) var scrollOffset: ScrollOffset;\n\n@vertex fn vs(\n\tvert: Vertex,\n\t@builtin(instance_index) instanceIndex: u32,\n\t@builtin(vertex_index) vertexIndex : u32\n) -> VSOutput {\n\tlet shape = shapes[instanceIndex];\n\n\tvar vsOut: VSOutput;\n\tvsOut.position = vec4f(\n\t\t(\n\t\t\t// Top left corner\n\t\t\tvec2f(-1, 1) +\n\t\t\t// Convert pixel position to clipspace\n\t\t\tvec2f( 2, -2) / layoutInfo.canvasDims *\n\t\t\t// Shape position and size\n\t\t\t(layoutInfo.viewportOffset - scrollOffset.offset + shape.position + vert.position * shape.size)\n\t\t),\n\t\t0.0,\n\t\t1.0\n\t);\n\tvsOut.color = shape.color;\n\treturn vsOut;\n}\n\n@fragment fn fs(vsOut: VSOutput) -> @location(0) vec4f {\n\treturn vsOut.color;\n}\n";