1#import bevy_pbr::forward_io::VertexOutput 3#import "shaders/custom_material_import.wgsl"::COLOR_MULTIPLIER 5@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material_color: vec4<f32>; 6@group(#{MATERIAL_BIND_GROUP}) @binding(1) var material_color_texture: texture_2d<f32>; 7@group(#{MATERIAL_BIND_GROUP}) @binding(2) var material_color_sampler: sampler; 12) -> @location(0) vec4<f32> { 13 return material_color * textureSample(material_color_texture, material_color_sampler, mesh.uv) * COLOR_MULTIPLIER;