// A shader that displays only one mip level of a texture.
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> mip_level: u32;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var base_color_texture: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(2) var base_color_sampler: sampler;
@fragment
fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
return textureSampleLevel(base_color_texture, base_color_sampler, mesh.uv, f32(mip_level));
}