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# Objective - The current shader code is misleading since it makes it look like a struct is passed to the bind group 0 but in reality only the color is passed. They just happen to have the exact same memory layout so wgsl doesn't complain and it works. - The struct is defined after the `impl Material` block which is backwards from pretty much every other usage of the `impl` block in bevy. ## Solution - Remove the unnecessary struct in the shader - move the impl block |
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.. | ||
animate_shader.rs | ||
array_texture.rs | ||
compute_shader_game_of_life.rs | ||
custom_vertex_attribute.rs | ||
extended_material.rs | ||
fallback_image.rs | ||
post_processing.rs | ||
shader_defs.rs | ||
shader_instancing.rs | ||
shader_material.rs | ||
shader_material_2d.rs | ||
shader_material_glsl.rs | ||
shader_material_screenspace_texture.rs | ||
shader_prepass.rs | ||
texture_binding_array.rs |