struct VertexInput { @location(0) position: vec3, @location(2) uv: vec2, @location(3) color: vec4, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) uv: vec2, @location(1) color: vec4, }; @vertex fn vs_main( in: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.uv = in.uv; out.clip_position = vec4(in.position, 1.0); return out; } @group(0) @binding(0) var t_diffuse: texture_2d; @group(0) @binding(1) var s_diffuse: sampler; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return textureSample(t_diffuse, s_diffuse, in.uv); }