Remove references to old sample_texture function (#17195)
# Objective
Remove some outdated docs from 0.15 that mention a removed function.
## Solution
In `pbr_functions.wgsl`, I think it's fine to just remove the mention.
In `meshlet/asset.rs`, I think it would be nice to still have a note on
how texture samples should be done. Unfortunately, there isn't a nice
abstraction for it any more. Current workaround, for reference:
b386d08d0f/crates/bevy_pbr/src/render/pbr_fragment.wgsl (L184-L208)
For now, I've just removed the mention.
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@ -31,7 +31,6 @@ pub const MESHLET_MESH_ASSET_VERSION: u64 = 1;
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/// * Do not use normal maps baked from higher-poly geometry. Use the high-poly geometry directly and skip the normal map.
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/// * If additional detail is needed, a smaller tiling normal map not baked from a mesh is ok.
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/// * Material shaders must not use builtin functions that automatically calculate derivatives <https://gpuweb.github.io/gpuweb/wgsl/#derivatives>.
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/// * Use `pbr_functions::sample_texture` to sample textures instead.
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/// * Performing manual arithmetic on texture coordinates (UVs) is forbidden. Use the chain-rule version of arithmetic functions instead (TODO: not yet implemented).
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/// * Limited control over [`bevy_render::render_resource::RenderPipelineDescriptor`] attributes.
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/// * Materials must use the [`crate::Material::meshlet_mesh_fragment_shader`] method (and similar variants for prepass/deferred shaders)
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@ -33,9 +33,8 @@
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#endif
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// Biasing info needed to sample from a texture when calling `sample_texture`.
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// How this is done depends on whether we're rendering meshlets or regular
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// meshes.
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// Biasing info needed to sample from a texture. How this is done depends on
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// whether we're rendering meshlets or regular meshes.
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struct SampleBias {
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#ifdef MESHLET_MESH_MATERIAL_PASS
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ddx_uv: vec2<f32>,
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