#import bevy_pbr::forward_io::VertexOutput
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var material_color_texture: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var material_color_sampler: sampler;
@fragment
fn fragment(
mesh: VertexOutput,
) -> @location(0) vec4<f32> {
return textureSample(material_color_texture, material_color_sampler, mesh.uv);
}