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@group(0) @binding(0)
var<uniform> transform: mat4x4<f32>;
@group(0) @binding(1)
var<uniform> projection: mat4x4<f32>;
@group(0) @binding(2)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(3)
var s_diffuse: sampler;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(
@location(0) inPos: vec3<f32>,
@location(1) inTexCoords: vec2<f32>
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = projection * transform * vec4<f32>(inPos, 1.0);
out.tex_coords = inTexCoords;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSampleLevel(t_diffuse, s_diffuse, in.tex_coords, 0);
}