Removed world cell from places where split multable access is not needed (#5167)
Fixes #5109.
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				@ -217,7 +217,6 @@ pub struct ShadowPipeline {
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// TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system
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impl FromWorld for ShadowPipeline {
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    fn from_world(world: &mut World) -> Self {
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        let world = world.cell();
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        let render_device = world.resource::<RenderDevice>();
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        let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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@ -38,7 +38,6 @@ pub struct SpritePipeline {
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impl FromWorld for SpritePipeline {
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    fn from_world(world: &mut World) -> Self {
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        let world = world.cell();
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        let render_device = world.resource::<RenderDevice>();
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        let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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@ -10,7 +10,6 @@ pub struct UiPipeline {
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impl FromWorld for UiPipeline {
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    fn from_world(world: &mut World) -> Self {
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        let world = world.cell();
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        let render_device = world.resource::<RenderDevice>();
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        let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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@ -189,11 +189,10 @@ pub struct CustomPipeline {
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impl FromWorld for CustomPipeline {
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    fn from_world(world: &mut World) -> Self {
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        let world = world.cell();
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        let asset_server = world.resource::<AssetServer>();
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        let shader = asset_server.load("shaders/animate_shader.wgsl");
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        let render_device = world.resource_mut::<RenderDevice>();
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        let render_device = world.resource::<RenderDevice>();
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        let time_bind_group_layout =
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            render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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                label: Some("time bind group"),
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@ -168,7 +168,6 @@ pub struct CustomPipeline {
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impl FromWorld for CustomPipeline {
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    fn from_world(world: &mut World) -> Self {
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        let world = world.cell();
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        let asset_server = world.resource::<AssetServer>();
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        asset_server.watch_for_changes().unwrap();
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        let shader = asset_server.load("shaders/instancing.wgsl");
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