// Vertex shader struct VertexInput { @location(0) position: vec2, @location(1) tex_coords: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, } @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = vec4(model.position, 0.0, 1.0); return out; } // Fragment shader @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.tex_coords); }