samplers not required?
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@@ -43,10 +43,10 @@ impl Content {
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);
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);
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// Bind layout
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// Bind layout
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let sampler_entry = wgpu::BindGroupLayoutEntry {
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// let sampler_entry = wgpu::BindGroupLayoutEntry {
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binding: 0,visibility: wgpu::ShaderStage::FRAGMENT, count: None,
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// binding: 0,visibility: wgpu::ShaderStage::FRAGMENT, count: None,
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ty: wgpu::BindingType::Sampler { comparison: false, filtering: false },
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// ty: wgpu::BindingType::Sampler { comparison: false, filtering: false },
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};
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// };
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let texture_entry = wgpu::BindGroupLayoutEntry {
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let texture_entry = wgpu::BindGroupLayoutEntry {
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binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, count: None,
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binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, count: None,
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ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D3, sample_type: wgpu::TextureSampleType::Uint },
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ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D3, sample_type: wgpu::TextureSampleType::Uint },
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@@ -56,8 +56,8 @@ impl Content {
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label: None, entries: &[
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label: None, entries: &[
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wgpu::BindGroupLayoutEntry { binding: 0, ..texture_entry },
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wgpu::BindGroupLayoutEntry { binding: 0, ..texture_entry },
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wgpu::BindGroupLayoutEntry { binding: 1, ..texture_entry },
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wgpu::BindGroupLayoutEntry { binding: 1, ..texture_entry },
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wgpu::BindGroupLayoutEntry { binding: 2, ..sampler_entry },
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//wgpu::BindGroupLayoutEntry { binding: 2, ..sampler_entry },
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wgpu::BindGroupLayoutEntry { binding: 3, ..sampler_entry },
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//wgpu::BindGroupLayoutEntry { binding: 3, ..sampler_entry },
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],
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],
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}
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}
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);
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);
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@@ -69,8 +69,8 @@ impl Content {
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entries: &[
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entries: &[
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wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&node_texture.create_view(&wgpu::TextureViewDescriptor::default())) },
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wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&node_texture.create_view(&wgpu::TextureViewDescriptor::default())) },
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&block_texture.create_view(&wgpu::TextureViewDescriptor::default())) },
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&block_texture.create_view(&wgpu::TextureViewDescriptor::default())) },
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wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) },
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//wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) },
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wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) }
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//wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) }
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],
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],
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}
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}
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);
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);
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