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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/assets/shaders/fallback_image_test.wgsl
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#import bevy_pbr::forward_io::VertexOutput

@group(#{MATERIAL_BIND_GROUP}) @binding(0) var test_texture_1d: texture_1d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var test_texture_1d_sampler: sampler;

@group(#{MATERIAL_BIND_GROUP}) @binding(2) var test_texture_2d: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(3) var test_texture_2d_sampler: sampler;

@group(#{MATERIAL_BIND_GROUP}) @binding(4) var test_texture_2d_array: texture_2d_array<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(5) var test_texture_2d_array_sampler: sampler;

@group(#{MATERIAL_BIND_GROUP}) @binding(6) var test_texture_cube: texture_cube<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(7) var test_texture_cube_sampler: sampler;

@group(#{MATERIAL_BIND_GROUP}) @binding(8) var test_texture_cube_array: texture_cube_array<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(9) var test_texture_cube_array_sampler: sampler;

@group(#{MATERIAL_BIND_GROUP}) @binding(10) var test_texture_3d: texture_3d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(11) var test_texture_3d_sampler: sampler;

@fragment
fn fragment(in: VertexOutput) {}