option HAS_DIFFUSE_TEXTURE: bool; option HAS_ALPHA_TEXTURE: bool; option ALPHA_TEST: bool; const HasUV = HAS_DIFFUSE_TEXTURE || HAS_ALPHA_TEXTURE; [layout(std140)] struct InstanceData { worldMatrix: mat4, invWorldMatrix: mat4 } [layout(std140)] struct ViewerData { projectionMatrix: mat4, invProjectionMatrix: mat4, viewMatrix: mat4, invViewMatrix: mat4, viewProjMatrix: mat4, invViewProjMatrix: mat4, renderTargetSize: vec2, invRenderTargetSize: vec2, eyePosition: vec3 } external { [set(0), binding(0)] viewerData: uniform, [set(1), binding(0)] instanceData: uniform } // Vertex stage struct VertIn { [location(0)] pos: vec3, [location(1), cond(HasUV)] uv: vec2 } struct VertOut { [builtin(position)] position: vec4 } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4(input.pos, 1.0); return output; }