#import bevy_pbr::forward_io::VertexOutput @group(1) @binding(0) var color: vec4; @group(1) @binding(1) var tiling: vec4; @group(1) @binding(2) var base_color_texture: texture_2d; @group(1) @binding(3) var base_color_sampler: sampler; @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { let tiled_uv = (in.uv * tiling.xy) % 1.; return color * textureSample(base_color_texture, base_color_sampler, tiled_uv); }