struct VertexInput { @location(0) position: vec2, @location(1) tex_coords: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, } @vertex fn vs_main(in: VertexInput) -> VertexOutput { var out: VertexOutput; out.clip_position = vec4(in.position, 0.0, 1.0); out.tex_coords = in.tex_coords; return out; } @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); } @fragment fn fs_gridlines(in: VertexOutput) -> @location(0) vec4 { return vec4(0.3, 0.3, 0.3, 0.5); }