switch sprites back to wgsl shader
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e0205019ef
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@ -28,10 +28,8 @@ pub struct SpriteShaders {
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impl FromWorld for SpriteShaders {
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impl FromWorld for SpriteShaders {
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fn from_world(world: &mut World) -> Self {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.get_resource::<RenderDevice>().unwrap();
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let render_device = world.get_resource::<RenderDevice>().unwrap();
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let shader_vert = Shader::from_glsl(include_str!("sprite.vert"));
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let shader = Shader::from_wgsl(include_str!("sprite.wgsl"));
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let shader_frag = Shader::from_glsl(include_str!("sprite.frag"));
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let shader_module = render_device.create_shader_module(&shader);
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let shader_module_vert = render_device.create_shader_module(&shader_vert);
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let shader_module_frag = render_device.create_shader_module(&shader_frag);
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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entries: &[BindGroupLayoutEntry {
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@ -98,11 +96,11 @@ impl FromWorld for SpriteShaders {
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},
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},
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],
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],
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}],
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}],
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module: &shader_module_vert,
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module: &shader_module,
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entry_point: "vertex",
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entry_point: "vertex",
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},
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},
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fragment: Some(FragmentState {
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fragment: Some(FragmentState {
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module: &shader_module_frag,
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module: &shader_module,
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entry_point: "fragment",
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entry_point: "fragment",
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targets: &[ColorTargetState {
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targets: &[ColorTargetState {
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format: TextureFormat::bevy_default(),
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format: TextureFormat::bevy_default(),
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