// Passthrough shader for Sequence v2 #include "sequence_uniforms" #include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d; @group(0) @binding(2) var uniforms: UniformsSequenceParams; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return textureSample(input_texture, input_sampler, in.uv); }