// Vertex shader bindings struct VertexOutput { [[location(0)]] tex_coord: vec2; [[builtin(position)]] position: vec4; }; [[block]] struct Locals { transform: mat4x4; }; [[group(0), binding(2)]] var r_locals: Locals; let positions: array, 6> = array, 6>( // Upper left triangle vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), // Lower right triangle vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0), ); let uv: array, 6> = array, 6>( // Upper left triangle vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), // Lower right triangle vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0), ); [[stage(vertex)]] fn vs_main([[builtin(vertex_index)]] vertex_index: u32) -> VertexOutput { var out: VertexOutput; out.tex_coord = uv[vertex_index]; out.position = r_locals.transform * vec4(positions[vertex_index], 0.0, 1.0); return out; } // Fragment shader bindings [[group(0), binding(0)]] var r_tex_color: texture_2d; [[group(0), binding(1)]] var r_tex_sampler: sampler; [[stage(fragment)]] fn fs_main([[location(0)]] tex_coord: vec2) -> [[location(0)]] vec4 { return textureSample(r_tex_color, r_tex_sampler, tex_coord); }