feat: nonfunctional improvements
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@@ -15,12 +15,12 @@
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}
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#endif
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struct MyExtendedMaterial {
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quantize_steps: u32,
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struct LineMaterial {
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unused: u32,
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}
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@group(2) @binding(100)
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var<uniform> my_extended_material: MyExtendedMaterial;
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var<uniform> line_mat: LineMaterial;
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@fragment
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fn fragment(
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@@ -43,7 +43,7 @@ fn fragment(
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#endif
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// alpha discard
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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// pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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#ifdef PREPASS_PIPELINE
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// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
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