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

@group(0) @binding(1)
var src_sampler: sampler;

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

@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
    var out: VertexOutput;
    
    // Full screen triangle
    let positions = array<vec2<f32>, 3>(
        vec2<f32>(-1.0, -1.0),
        vec2<f32>( 3.0, -1.0),
        vec2<f32>(-1.0,  3.0)
    );
    
    let uvs = array<vec2<f32>, 3>(
        vec2<f32>(0.0, 1.0),
        vec2<f32>(2.0, 1.0),
        vec2<f32>(0.0, -1.0)
    );
    
    out.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
    out.uv = uvs[vertex_index];
    
    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    return textureSample(src_texture, src_sampler, in.uv);
}
