// Vertex shader struct CameraUniform { view_proj: mat4x4 } @group(0) @binding(0) var camera: CameraUniform; struct VertexInput { @location(0) position: vec3, @location(1) color: vec3, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) color: vec3, }; @group(0) @binding(0) var t_diffuse: texture_2d; @group(0) @binding(1) var s_diffuse: sampler; @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { let height_added = texturesample(t_diffuse,s_diffuse,in.tex_coords); var out: VertexOutput; out.color = model.color; out.clip_position = camera.view_proj * vec4(model.position.x,model.position.y, model.position.z + height_added, 1.0); return out; } // Fragment shader @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return vec4(1.0,0.0,0.0, 1.0); }