1import bevy_pbr::render::forward_io::VertexOutput; 3enable wgpu_binding_array; 5@group(constants::MATERIAL_BIND_GROUP) @binding(0) var textures: binding_array<texture_2d<f32>>; 6@group(constants::MATERIAL_BIND_GROUP) @binding(1) var nearest_sampler: sampler; 13) -> @location(0) vec4<f32> { 15 let coords = clamp(vec2<u32>(mesh.uv * 4.0), vec2<u32>(0u), vec2<u32>(3u)); 16 let index = coords.y * 4u + coords.x; 17 let inner_uv = fract(mesh.uv * 4.0); 18 return textureSample(textures[index], nearest_sampler, inner_uv);