#import bevy_ui::ui_vertex_output::UiVertexOutput
@group(1) @binding(0) var surface_texture: texture_2d<f32>;
@group(1) @binding(1) var surface_sampler: sampler;
@fragment
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
// The surface is Bgra8UnormSrgb; the format handles channel order + sRGB,
// so a plain sample yields correct RGBA (mirrors the mesh material).
return textureSample(surface_texture, surface_sampler, in.uv);
}