p :: properties {
	time : float @time;
}

vertex main :: (pos : float3 @position) -> float4 @position {
	return float4(pos.x, pos.y, pos.z, 1.0);
}

pixel main :: (pos : float4 @outposition) -> float4 @target {
	t := p.time;
	return float4(1, 1, 1, 1);
}
