struct VertexInput { @location(0) position: vec2, @location(1) uv: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) uv: vec2, } @group(0) @binding(0) var t_texture: texture_2d; @group(0) @binding(1) var t_sampler: sampler; @vertex fn vs_main(input: VertexInput) -> VertexOutput { var output: VertexOutput; output.clip_position = vec4(input.position, 0.0, 1.0); output.uv = input.uv; return output; } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { return textureSample(t_texture, t_sampler, input.uv); }