// Vertex shader struct VertexInput { @location(0) position: vec2, @location(1) tex_coords: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, } @group(0)@binding(0) var model_matrix: mat3x3; @vertex fn vs_main(model: VertexInput) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = vec4(model_matrix * vec3(model.position, 1.0), 1.0); return out; } // Fragment shader @group(1)@binding(0) var t_diffuse: texture_2d; @group(1)@binding(1) var s_diffuse: sampler; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return textureSample(t_diffuse, s_diffuse, in.tex_coords); }