bevy/examples/shader
Rob Parrett 06f733b16f
Use standard instruction text / position in various examples (#13583)
## Objective

Use the "standard" text size / placement for the new text in these
examples.

Continuation of an effort started here:
https://github.com/bevyengine/bevy/pull/8478

This is definitely not comprehensive. I did the ones that were easy to
find and relatively straightforward updates. I meant to just do
`3d_shapes` and `2d_shapes`, but one thing lead to another.

## Solution

Use `font_size: 20.0`, the default (built-in) font, `Color::WHITE`
(default), and `Val::Px(12.)` from the edges of the screen.

There are a few little drive-by cleanups of defaults not being used,
etc.

## Testing

Ran the changed examples, verified that they still look reasonable.
2024-05-30 23:11:23 +00:00
..
animate_shader.rs Deprecate shapes in bevy_render::mesh::shape (#11773) 2024-02-08 18:01:34 +00:00
array_texture.rs Removed Into<AssedId<T>> for Handle<T> as mentioned in #12600 (#12655) 2024-03-22 20:26:12 +00:00
compute_shader_game_of_life.rs Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
custom_vertex_attribute.rs Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216) 2024-03-01 20:56:21 +00:00
extended_material.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
fallback_image.rs Deprecate shapes in bevy_render::mesh::shape (#11773) 2024-02-08 18:01:34 +00:00
gpu_readback.rs Add gpu readback example (#12877) 2024-04-08 17:08:20 +00:00
post_processing.rs Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
shader_defs.rs Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216) 2024-03-01 20:56:21 +00:00
shader_instancing.rs Make render phases render world resources instead of components. (#13277) 2024-05-21 18:23:04 +00:00
shader_material_2d.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
shader_material_glsl.rs Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216) 2024-03-01 20:56:21 +00:00
shader_material_screenspace_texture.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
shader_material.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
shader_prepass.rs Use standard instruction text / position in various examples (#13583) 2024-05-30 23:11:23 +00:00
texture_binding_array.rs Use BindGroupLayoutEntryBuilder in texture_binding_array example (#13169) 2024-05-02 20:10:32 +00:00