mirror of https://github.com/sotrh/learn-wgpu
beginner tutorial code now uses wgsl
parent
8a72178353
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d2889cd50a
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// Vertex shader
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn main(
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[[builtin(vertex_index)]] in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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return out;
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}
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// Fragment shader
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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}
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// Vertex shader
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] color: vec3<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] color: vec3<f32>;
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};
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[[stage(vertex)]]
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fn main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.color = model.color;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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// Vertex shader
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] tex_coords: vec2<f32>;
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};
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[[stage(vertex)]]
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fn main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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[[group(0), binding(0)]]
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_diffuse: sampler;
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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// Vertex shader
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[[block]]
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struct Uniforms {
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> uniforms: Uniforms;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] tex_coords: vec2<f32>;
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};
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[[stage(vertex)]]
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fn main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = uniforms.view_proj * vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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[[group(0), binding(0)]]
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_diffuse: sampler;
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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// Vertex shader
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[[block]]
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struct Uniforms {
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> uniforms: Uniforms;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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};
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struct InstanceInput {
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[[location(5)]] model_matrix_0: vec4<f32>;
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[[location(6)]] model_matrix_1: vec4<f32>;
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[[location(7)]] model_matrix_2: vec4<f32>;
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[[location(8)]] model_matrix_3: vec4<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] tex_coords: vec2<f32>;
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};
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[[stage(vertex)]]
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fn main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = uniforms.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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[[group(0), binding(0)]]
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_diffuse: sampler;
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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// Vertex shader
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[[block]]
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struct Uniforms {
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> uniforms: Uniforms;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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};
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struct InstanceInput {
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[[location(5)]] model_matrix_0: vec4<f32>;
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[[location(6)]] model_matrix_1: vec4<f32>;
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[[location(7)]] model_matrix_2: vec4<f32>;
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[[location(8)]] model_matrix_3: vec4<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] tex_coords: vec2<f32>;
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};
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[[stage(vertex)]]
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fn main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = uniforms.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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[[group(0), binding(0)]]
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_diffuse: sampler;
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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