// Wireframe preview fragment shader. Edit here — pill_assets regenerates the .wgsl. // Flat per-object color; no lighting, no tonemapping (the pass draws straight to the LDR // swapchain after PassTonemap, so colors are written as-is). struct PSIn { [[vk::location(0)]] float3 color : COLOR0; }; struct PSOut { float4 color : SV_TARGET; }; [shader("fragment")] PSOut fs_main(PSIn input) { PSOut output; output.color = float4(input.color, 1.0); return output; }