@group(0) @binding(0) var camera: mat4x4; @group(1) @binding(0) var t_diffuse: texture_2d; @group(1) @binding(1) var s_diffuse: sampler; // 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, }; @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.clip_position = camera * vec4(model.position, 1.0); out.tex_coords = model.tex_coords; return out; } // fragment shader (takes in the output of the vertex shader) @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return textureSample(t_diffuse, s_diffuse, in.tex_coords); }