struct InstanceInput { @location(5) model_matrix_0: vec4, @location(6) model_matrix_1: vec4, @location(7) model_matrix_2: vec4, @location(8) model_matrix_3: vec4, }; // Vertex shader struct CameraUniform { view_proj: mat4x4, }; @group(1) @binding(0) var camera: CameraUniform; struct VertexInput { @location(0) position: vec3, @location(1) tex_coords: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, } @vertex fn vs_main( model: VertexInput, instance: InstanceInput, ) -> VertexOutput { let model_matrix = mat4x4( instance.model_matrix_0, instance.model_matrix_1, instance.model_matrix_2, instance.model_matrix_3, ); var out: VertexOutput; out.tex_coords = model.tex_coords; out.clip_position = camera.view_proj * model_matrix * vec4(model.position, 1.0); return out; } // Fragment shader @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 { return textureSample(t_diffuse, s_diffuse, in.tex_coords); }