Sync up bevy_sprite and bevy_ui shader View struct (#5531)
# Objective - Similar to #5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`. ## Solution - Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
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				@ -1,6 +1,13 @@
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struct View {
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    view_proj: mat4x4<f32>,
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    inverse_view_proj: mat4x4<f32>,
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    view: mat4x4<f32>,
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    inverse_view: mat4x4<f32>,
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    projection: mat4x4<f32>,
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    inverse_projection: mat4x4<f32>,
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    world_position: vec3<f32>,
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    width: f32,
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    height: f32,
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};
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@group(0) @binding(0)
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var<uniform> view: View;
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@ -1,6 +1,13 @@
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struct View {
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    view_proj: mat4x4<f32>,
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    inverse_view_proj: mat4x4<f32>,
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    view: mat4x4<f32>,
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    inverse_view: mat4x4<f32>,
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    projection: mat4x4<f32>,
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    inverse_projection: mat4x4<f32>,
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    world_position: vec3<f32>,
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    width: f32,
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    height: f32,
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};
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@group(0) @binding(0)
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var<uniform> view: View;
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@ -22,7 +29,7 @@ fn vertex(
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    out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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    out.color = vertex_color;
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    return out;
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} 
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}
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@group(1) @binding(0)
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var sprite_texture: texture_2d<f32>;
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@ -31,7 +38,7 @@ var sprite_sampler: sampler;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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    var color = textureSample(sprite_texture, sprite_sampler, in.uv); 
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    var color = textureSample(sprite_texture, sprite_sampler, in.uv);
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    color = in.color * color;
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    return color;
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}
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}
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