1// common bindings used across the task, mesh, and fragment shaders2// as well as some shared types used across mesh and fragment shaders.3import bevy_render::view::View;4import bevy_render::globals::Globals;6@group(0) @binding(0) var<uniform> globals: Globals;7@group(0) @binding(1) var<uniform> view: View;9struct VertexOutput {10 @builtin(position) position: vec4<f32>,11 @location(0) uv: vec2<f32>,12 @location(1) normal: vec3<f32>13}15struct PrimitiveInput {16 @per_primitive @location(3) colorMask: vec4<f32>,17}19// TaskPayload should be kept very small, if you use it at all.20struct TaskPayload {21 colorMask: vec4<f32>,22}