// Vertex shader struct Camera { view_proj: mat4x4; }; [[group(1), binding(0)]] var camera: Camera; struct VertexInput { [[location(0)]] position: vec2; [[location(1)]] tex_coords: vec2; }; struct InstanceInput { [[location(5)]] model_matrix_0: vec4; [[location(6)]] model_matrix_1: vec4; [[location(7)]] model_matrix_2: vec4; [[location(8)]] model_matrix_3: vec4; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] tex_coords: vec2; }; [[stage(vertex)]] fn vs_main( model: VertexInput, instance: InstanceInput, ) -> VertexOutput { let model_matrix = mat4x4( instance.model_matrix_0, instance.model_matrix_1, instance.model_matrix_2, instance.model_matrix_3, ); var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = camera.view_proj * model_matrix * vec4(model.position, -1.0, 1.0); return out; } // Fragment shader [[group(0), binding(0)]] var t_diffuse: texture_2d; [[group(0), binding(1)]] var s_diffuse: sampler; [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { return textureSample(t_diffuse, s_diffuse, in.tex_coords); }