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path: root/rust/crates/gpu/src/shaders/blit.wgsl
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struct VertexOutput {
    @builtin(position) position: vec4f,
    @location(0) tex_coord: vec2f,
}

@group(0) @binding(0) var input_texture: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;

@fragment
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
    return textureSample(input_texture, input_sampler, input.tex_coord);
}