// Vertex shader bindings struct VertexOutput { [[location(0)]] tex_coord: vec2<f32>; [[builtin(position)]] position: vec4<f32>; }; struct Locals { transform: mat4x4<f32>; }; [[group(0), binding(2)]] var<uniform> r_locals: Locals; [[stage(vertex)]] fn vs_main( [[location(0)]] position: vec2<f32>, ) -> VertexOutput { var out: VertexOutput; out.tex_coord = fma(position, vec2<f32>(0.5, -0.5), vec2<f32>(0.5, 0.5)); out.position = r_locals.transform * vec4<f32>(position, 0.0, 1.0); return out; } // Fragment shader bindings [[group(0), binding(0)]] var r_tex_color: texture_2d<f32>; [[group(0), binding(1)]] var r_tex_sampler: sampler; [[stage(fragment)]] fn fs_main([[location(0)]] tex_coord: vec2<f32>) -> [[location(0)]] vec4<f32> { return textureSample(r_tex_color, r_tex_sampler, tex_coord); }