struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(in.position, 0.0, 1.0);
out.uv = in.uv;
out.color = in.color;
return out;
}
@group(0)
@binding(0)
var texture: texture_2d<f32>;
@group(0)
@binding(1)
var s_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(texture, s_sampler, in.uv) * in.color;
}