// Vertex shader struct VertexInput { @location(0) pos: vec3, @location(1) tex_coords: vec2, @location(2) light: f32, } struct VertexOutput { @builtin(position) pos: vec4, @location(0) tex_coords: vec2, @location(1) light: f32, } @group(1) @binding(0) var view_proj: mat4x4; @group(2) @binding(0) var model: mat4x4; @vertex fn vs_main( in: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.pos = view_proj * model * vec4(in.pos, 1.0); out.tex_coords = in.tex_coords; out.light = in.light; return out; } // Fragment shader @group(0) @binding(0) var atlas_texture: texture_2d; @group(0) @binding(1) var atlas_sampler: sampler; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { var color = textureSample(atlas_texture, atlas_sampler, in.tex_coords); if color.a < 0.1 { discard; } color = vec4(color.rgb * in.light, color.a); return color; }