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1// common bindings used across the task, mesh, and fragment shaders
2// 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>
15struct PrimitiveInput {
16 @per_primitive @location(3) colorMask: vec4<f32>,
19// TaskPayload should be kept very small, if you use it at all.
20struct TaskPayload {
21 colorMask: vec4<f32>,
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