// Vertex shader struct VertexInput { [[location(0)]] position: vec3; [[location(1)]] uv: vec2; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] uv: vec2; }; [[stage(vertex)]] fn main( model: VertexInput, [[builtin(vertex_index)]] in_vertex_index: u32, ) -> VertexOutput { var out: VertexOutput; out.clip_position = vec4(model.position.x,model.position.y,0.0, 1.0); out.uv = model.uv; return out; } // Fragment shader [[group(0), binding(0)]] var t_diffuse: texture_2d; [[group(0), binding(1)]] var s_diffuse: sampler; [[stage(fragment)]] fn main(in: VertexOutput) -> [[location(0)]] vec4 { return textureSample(t_diffuse,s_diffuse,in.uv); }