@group(0) @binding(0)
var<uniform> viewProjectionMatrix : mat4x4<f32>;

@group(0) @binding(1)
var myTexture : texture_2d<f32>;

@group(0) @binding(2)
var mySampler : sampler;

struct VertexOutput {
    @builtin(position) position : vec4<f32>,
    @location(0) uv : vec2<f32>,
};

@vertex
fn vertexEntryPoint(
    @location(0) position : vec3<f32>,
    @location(1) uv : vec2<f32>
) -> VertexOutput {
    var output : VertexOutput;
    output.position = viewProjectionMatrix * vec4<f32>(position, 1.0);
    output.uv = uv;
    return output;
}

@fragment
fn fragmentEntryPoint(
    @location(0) uv : vec2<f32>
) -> @location(0) vec4<f32> {
    let color = textureSample(myTexture, mySampler, uv);
    return vec4<f32>(color.rgb, 1.0);
}