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1import package::sprite_mesh::types::SpriteMaterial;
2@if(BINDLESS)
3import package::sprite_mesh::types::SpriteMaterialBindings;
5@if(BINDLESS) {
6@group(constants::MATERIAL_BIND_GROUP) @binding(0) var<storage> material_indices:
7 array<SpriteMaterialBindings>;
8@group(constants::MATERIAL_BIND_GROUP) @binding(10) var<storage> material: array<SpriteMaterial>;
9}
10@else {
11@group(constants::MATERIAL_BIND_GROUP) @binding(0) var<uniform> material: SpriteMaterial;
12@group(constants::MATERIAL_BIND_GROUP) @binding(1) var texture: texture_2d<f32>;
13@group(constants::MATERIAL_BIND_GROUP) @binding(2) var texture_sampler: sampler;
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