struct VertexInput { [[location(0)]] position: vec3; [[location(1)]] tex_coords: vec2; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4; [[location(0)]] tex_coords: vec2; }; [[stage(vertex)]] fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = vec4(model.position, 1.0); return out; } [[group(0), binding(0)]] var t_diffuse: texture_2d; [[group(0), binding(1)]] var s_diffuse: sampler; [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { return textureSample(t_diffuse, s_diffuse, in.tex_coords); }