use bevy_default() for texture format in post_processing (#5601)
# Objective Fixes https://github.com/bevyengine/bevy/issues/5599 ## Solution Use bevy_default() for texture format in example to get proper texture format for wasm.
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@ -13,6 +13,7 @@ use bevy::{
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AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
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AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
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TextureUsages,
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TextureUsages,
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},
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},
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texture::BevyDefault,
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view::RenderLayers,
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view::RenderLayers,
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},
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},
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sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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@ -56,7 +57,7 @@ fn setup(
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label: None,
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label: None,
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size,
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size,
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dimension: TextureDimension::D2,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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format: TextureFormat::bevy_default(),
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mip_level_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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usage: TextureUsages::TEXTURE_BINDING
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