#import bevy_pbr::mesh_vertex_output MeshVertexOutput struct CustomMaterial { color: vec4, }; @group(1) @binding(0) var material: CustomMaterial; @group(1) @binding(1) var base_color_texture: texture_2d; @group(1) @binding(2) var base_color_sampler: sampler; @fragment fn fragment( mesh: MeshVertexOutput, ) -> @location(0) vec4 { return material.color * textureSample(base_color_texture, base_color_sampler, mesh.uv); }