// Vertex Stage
[[block]]
struct VertexUniforms {
camera_matrix: mat4x4<f32>;
};
[[group(1), binding(0)]]
var<uniform> vertex_uniforms: VertexUniforms;
struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] texture_coordinates: vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] texture_coordinates: vec2<f32>;
};
[[stage(vertex)]]
fn main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = vertex_uniforms.camera_matrix * vec4<f32>(input.position, 1.0);
out.texture_coordinates = input.texture_coordinates;
return out;
}
// Fragment Stage
[[block]]
struct FragmentUniforms {
color: vec4<f32>;
};
[[group(1), binding(1)]]
var<uniform> fragment_uniforms: FragmentUniforms;
[[group(0), binding(0)]]
var texture_diffuse: texture_2d<f32>;
[[group(0), binding(1)]]
var sampler_diffuse: sampler;
[[stage(fragment)]]
fn main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(texture_diffuse, sampler_diffuse, input.texture_coordinates) * fragment_uniforms.color;
}