// Vertex shader [[block]] struct CameraUniform { view_proj: mat4x4<f32>; }; [[group(1), binding(0)]] var<uniform> camera: CameraUniform; struct VertexInput { [[location(0)]] position: vec3<f32>; [[location(1)]] tex_coords: vec2<f32>; }; struct VertexOutput { [[builtin(position)]] clip_position: vec4<f32>; [[location(0)]] tex_coords: vec2<f32>; }; [[stage(vertex)]] fn main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 3. return out; } // Fragment shader [[group(0), binding(0)]] var t_diffuse: texture_2d<f32>; [[group(0), binding(1)]] var s_diffuse: sampler; [[stage(fragment)]] fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> { return textureSample(t_diffuse, s_diffuse, in.tex_coords); }