Fix vertex.wgsl shader in iced_wgpu
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@ -3,5 +3,5 @@ fn vertex_position(vertex_index: u32) -> vec2<f32> {
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// #: 0 1 2 3 4 5
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// x: 1 1 0 0 0 1
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// y: 1 0 0 0 1 1
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return vec2<f32>((vec2(1u, 2u) + vertex_index) % 6u < 3u);
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return vec2<f32>((vec2(1u, 2u) + vertex_index) % vec2(6u) < vec2(3u));
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}
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