struct CameraUniform { view_proj: mat4x4, }; @group(1) @binding(0) var camera: CameraUniform; struct VertexInput { @location(0) position: vec3, @location(1) tex_coords: vec2, @location(2) color: vec4, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, @location(1) color: vec4, } @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.color = model.color; out.clip_position = camera.view_proj * vec4(model.position, 1.0); return out; } @group(0) @binding(0) var t_diffuse: texture_2d; @group(0) @binding(1) var s_diffuse: sampler; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { let color = textureSample(t_diffuse, s_diffuse, in.tex_coords); return vec4((color.r + color.g + color.b) / 3.0, (color.r + color.g + color.b) / 3.0, (color.r + color.g + color.b) / 3.0, color.a); }