// Vertex shader struct InstanceInput { @location(2) transform_matrix_0: vec4, @location(3) transform_matrix_1: vec4, @location(4) transform_matrix_2: vec4, @location(5) transform_matrix_3: vec4, @location(6) texture_idx: u32, }; struct VertexInput { @location(0) position: vec3, @location(1) texture_coords: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) texture_coords: vec2, @location(1) index: u32, } @vertex fn vertex_shader_main( model: VertexInput, instance: InstanceInput, ) -> VertexOutput { let transform_matrix = mat4x4( instance.transform_matrix_0, instance.transform_matrix_1, instance.transform_matrix_2, instance.transform_matrix_3, ); var out: VertexOutput; out.texture_coords = model.texture_coords; out.clip_position = transform_matrix * vec4(model.position, 1.0); out.index = instance.texture_idx; return out; } // Fragment shader @group(0) @binding(0) var texture_array: binding_array>; @group(0) @binding(1) var sampler_array: binding_array; @fragment fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4 { return textureSampleLevel( texture_array[in.index], sampler_array[in.index], in.texture_coords, 0.0 ).rgba; }