// Vertex Shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) texCoord: vec2<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) texCoord: vec2<f32>,
};
@vertex
fn main_vertex(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
output.texCoord = input.texCoord;
return output;
}
// Fragment Shader
@group(0) @binding(0) var myTexture: texture_2d<f32>;
@group(0) @binding(1) var mySampler: sampler;
struct FragmentInput {
@location(0) color: vec4<f32>,
@location(1) texCoord: vec2<f32>,
};
@fragment
fn main_fragment(input: FragmentInput) -> @location(0) vec4<f32> {
let textureColor = textureSample(myTexture, mySampler, input.texCoord);
return input.color * textureColor;
}