@group(0) @binding(0) var tex: texture_2d; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) uv: vec2, }; @vertex fn vs_main( @builtin(vertex_index) i: u32, ) -> VertexOutput { var out: VertexOutput; let uv = vec2f(f32((i << 1u) & 2u), f32(i & 2u)); out.clip_position = vec4f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, 0.0, 1.0); out.uv = uv; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { let dims = vec2f(textureDimensions(tex)); return textureLoad(tex, vec2i(in.uv * dims), 0); // return vec4f(0.0, 1.0, 0.0, 1.0); }