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struct Camera {
    scale: vec2f,
    centre: vec2f,
};

@group(0) @binding(0) var<uniform> camera: Camera;

struct VertexOutput {
    @builtin(position) clip_position: vec4f,
    @location(0) color: vec4f,
};

@vertex
fn vs_main(
    @location(0) world: vec2f,
    @location(1) color: vec4f,
) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = vec4f((world - camera.centre) * camera.scale, 0.0, 1.0);
    out.color = color;

    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4f {
    return in.color;
}