struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec4<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) uv: vec2<f32>,
};
struct CustomMaterial {
color: vec4<f32>,
}
@group(1) @binding(0) var<uniform> material: CustomMaterial;
@group(1) @binding(1) var color_texture: texture_2d<f32>;
@group(1) @binding(2) var color_sampler: sampler;
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
var output_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
return output_color;
}
My s1.wgsl file