// Texture Shader struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex: vec2, @location(1) sprite: vec2 } @group(1) @binding(0) var t_diffuse: texture_2d; @group(1) @binding(1) var s_diffuse: sampler; @fragment fn main(in: VertexOutput) -> @location(0) vec4 { return textureSample(t_diffuse, s_diffuse, in.tex); }