# Objective
Add texture sampling to the GLSL shader example, as naga does not support the commonly used sampler2d type.
Fixes#5059
## Solution
- Align the shader_material_glsl example behaviour with the shader_material example, as the later includes texture sampling.
- Update the GLSL shader to do texture sampling the way naga supports it, and document the way naga does not support it.
## Changelog
- The shader_material_glsl example has been updated to demonstrate texture sampling using the GLSL shading language.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes#4456
## Solution
- Removed the `near` and `far` fields from the camera and the views.
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## Changelog
- Removed the `near` and `far` fields from the camera and the views.
- Removed the `ClusterFarZMode::CameraFarPlane` far z mode.
## Migration Guide
- Cameras no longer accept near and far values during initialization
- `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
# Objective
The `custom_material.vert` shader used by the `shader_material_glsl` example is missing a `mat4 View` in `CameraViewProj` (added in [#3885](https://github.com/bevyengine/bevy/pull/3885))
## Solution
Update the definition of `CameraViewProj`