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1struct SpriteMaterial {
2 color: vec4<f32>,
3 flags: u32,
4 alpha_cutoff: f32,
5 vertex_scale: vec2<f32>,
6 vertex_offset: vec2<f32>,
7 uv_transform: mat3x3<f32>,
9 tile_stretch_value: vec2<f32>,
11 scale: vec2<f32>,
12 min_inset: vec2<f32>,
13 max_inset: vec2<f32>,
14 side_stretch_value: vec2<f32>,
15 center_stretch_value: vec2<f32>,
16};
18@if(BINDLESS)
19struct SpriteMaterialBindings {
20 material: u32, // 0
21 texture: u32, // 1
22 texture_sampler: u32, // 2
25const SPRITE_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS: u32 = 3221225472u; // (0b11u32 << 30)
26const SPRITE_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 0u; // (0u32 << 30)
27const SPRITE_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 1073741824u; // (1u32 << 30)
28const SPRITE_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 2147483648u; // (2u32 << 30)
30const SPRITE_MATERIAL_FLAGS_FLIP_X: u32 = 1u;
31const SPRITE_MATERIAL_FLAGS_FLIP_Y: u32 = 2u;
32const SPRITE_MATERIAL_FLAGS_TILE_X: u32 = 4u;
33const SPRITE_MATERIAL_FLAGS_TILE_Y: u32 = 8u;
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