bevy/examples/shader
krunchington a090e2fd47
Update shader_prepass, testbed_2d, and first_person_view_model examples to use children! macro (#18270)
# Objective

Contributes to #18238 
Updates the `shader_prepass`, `testbed_2d` and `first_person_view_model`
examples to use the `children!` macro. I wanted to keep the PR small but
chose to do 3 examples since they were all limited in scope

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a
2025-03-22 22:35:20 +00:00
..
animate_shader.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
array_texture.rs Remove incorrect equality comparisons for asset load error types (#15890) 2024-10-14 01:00:45 +00:00
automatic_instancing.rs Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
compute_shader_game_of_life.rs Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301) 2024-11-08 21:42:37 +00:00
custom_phase_item.rs Cache MeshInputUniform indices in each RenderBin. (#17772) 2025-02-11 22:38:52 +00:00
custom_post_processing.rs Don't reëxport bevy_image from bevy_render (#16163) 2024-11-10 06:54:38 +00:00
custom_render_phase.rs Retain skins from frame to frame. (#17818) 2025-02-18 00:56:04 +00:00
custom_shader_instancing.rs Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. (#17211) 2025-01-14 21:19:20 +00:00
custom_vertex_attribute.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
extended_material.rs Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068) 2024-10-24 21:16:00 +00:00
fallback_image.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
gpu_readback.rs Allowed creating uninitialized images (for use as storage textures) (#17760) 2025-02-10 22:22:07 +00:00
shader_defs.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
shader_material_2d.rs Add alpha mode implementation to shader_material_2d (#16603) 2025-01-28 05:09:30 +00:00
shader_material_bindless.rs Use global binding arrays for bindless resources. (#17898) 2025-02-21 05:55:36 +00:00
shader_material_glsl.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
shader_material_screenspace_texture.rs aligning public apis of Time,Timer and Stopwatch (#15962) 2024-10-16 21:09:32 +00:00
shader_material_wesl.rs Fixes for WESL on Windows (#18373) 2025-03-17 22:29:29 +00:00
shader_material.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
shader_prepass.rs Update shader_prepass, testbed_2d, and first_person_view_model examples to use children! macro (#18270) 2025-03-22 22:35:20 +00:00
specialized_mesh_pipeline.rs Combine output_index and indirect_parameters_index into one field in PreprocessWorkItem. (#17853) 2025-02-13 20:10:14 +00:00
storage_buffer.rs Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
texture_binding_array.rs Make StandardMaterial bindless. (#16644) 2024-12-10 17:48:56 +00:00