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struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(model.position, 1.0);
out.uv = model.uv;
return out;
}
@group(0) @binding(0)
var canvas_texture: texture_2d<f32>;
@group(0) @binding(1)
var canvas_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput
) -> @location(0) vec4<f32> {
return textureSample(canvas_texture, canvas_sampler, in.uv);
}
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