## Full example

    // Vertex shader
    struct CameraUniform {
        view_proj: mat4x4<f32>;
    };
    [[group(1), binding(0)]]
    var<uniform> camera: CameraUniform;

    struct InstanceInput {
        [[location(5)]] model_matrix_0: vec4<f32>;
        [[location(6)]] model_matrix_1: vec4<f32>;
        [[location(7)]] model_matrix_2: vec4<f32>;
        [[location(8)]] model_matrix_3: vec4<f32>;
    };

    struct VertexInput {
        [[location(0)]] position: vec3<f32>;
        [[location(1)]] tex_coords: vec2<f32>;
    };

    struct VertexOutput {
        [[builtin(position)]] clip_position: vec4<f32>;
        [[location(0)]] tex_coords: vec2<f32>;
    };

    @vertex
    [[stage(vertex)]]
    fn vs_main(
        model: VertexInput,
        instance: InstanceInput,
    ) -> VertexOutput {
        let model_matrix = mat4x4<f32>(
            instance.model_matrix_0,
            instance.model_matrix_1,
            instance.model_matrix_2,
            instance.model_matrix_3,
        );

        bool mybool1 = true;
        bool mybool2 = false;

        var out: VertexOutput;
        out.tex_coords = model.tex_coords;
        out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
        return out;
    }

    // Fragment shader

    [[group(0), binding(0)]]
    var t_diffuse: texture_2d<f32>;
    [[group(0), binding(1)]]
    var s_diffuse: sampler;

    @fragment
    [[stage(fragment)]]
    fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
        return textureSample(t_diffuse, s_diffuse, in.tex_coords);
    }