// Vertex shader struct VertexInput { @location(0) position: vec3, @location(1) tex_coords: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, } struct CameraUniform { view_proj: mat4x4, }; @group(1) @binding(0) var u_model_transform: mat4x4; @group(2) @binding(0) var camera: CameraUniform; @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = camera.view_proj * u_model_transform * vec4(model.position, 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); }