struct VertexOutput {
@location(0) tex_coords: vec2<f32>,
@builtin(position) position: vec4<f32>,
};
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;
@fragment
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}