#import bevy_pbr::mesh_view_bindings struct CustomMaterial { color: vec4, }; @group(1) @binding(0) var material: CustomMaterial; @group(1) @binding(1) var color_texture: texture_2d; @group(1) @binding(2) var color_sampler: sampler; @fragment fn fragment( @builtin(position) position: vec4, @location(0) world_position: vec4, @location(1) world_normal: vec3, @location(2) uv: vec2, @location(4) color: vec4, ) -> @location(0) vec4 { let uv = position.xy / vec2(view.width, view.height); let color = textureSample(color_texture, color_sampler, uv); return color; }