#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); }