// 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; @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; @fragment fn fs_main(@location(0) tex_coord: vec2<f32>) -> @location(0) vec4<f32> { return textureSample(r_tex_color, r_tex_sampler, tex_coord); }