```toml version = 330 profile = "core"
[layout] apos = "vec3" auv = "vec2"
[uniform] transform = "mat4" texture_0 = "sampler2D"
[fragment] output = { result = "vec4" } source = ''' result = texture(texture_0, uv); '''
[vertex] output = { uv = "vec2" }
source = ''' glPosition = transform * vec4(apos, 1.0); uv = a_uv; ''' ```
rust
let toml = fs::read_to_string("example/textured.toml").unwrap();
let (vertex,fragment, config) = compile_toml(toml.as_str()).unwrap();
println!("Vertex {}",vertex);
println!("Fragment {}",fragment);
```glsl
layout (location = 0) in vec3 apos; layout (location = 1) in vec2 auv;
uniform mat4 transform; uniform sampler2D texture_0;
out vec2 uv;
void main() { glPosition = transform * vec4(apos, 1.0); uv = a_uv; } ```
```glsl
uniform mat4 transform; uniform sampler2D texture_0;
in vec2 uv;
out vec4 result;
void main() { result = texture(texture_0, uv); } ```