[[group(1), binding(0)]] var tex: texture_2d; [[group(1), binding(1)]] var tex_sampler: sampler; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] uv: vec2; [[location(1)]] normal: vec3; }; [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { return textureSample(tex, tex_sampler, in.uv); }