struct Transforms { transform: mat4x4, width: u32, height: u32 }; @group(0) @binding(2) var transforms: Transforms; struct VertexInput { @location(0) position: vec3, @location(1) uv: vec2, }; struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; @vertex fn vs_main(in: VertexInput) -> VertexOutput { var out: VertexOutput; out.position = transforms.transform * vec4(in.position, 1.0); out.uv = in.uv; return out; } @group(0) @binding(0) var texture: texture_2d; @group(0) @binding(1) var texture_sampler: sampler; @fragment fn fs_main(@location(0) uv: vec2) -> @location(0) vec4 { let texture_size = vec2(f32(transforms.width), f32(transforms.height)); let out_dim = vec2(textureDimensions(texture)); let scale = texture_size / out_dim; let pixel = uv * scale; return textureSample(texture, texture_sampler, pixel); }