update stuff
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@@ -188,7 +188,7 @@ impl UiRenderNode {
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let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
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label: Some("UI Shape Pipeline Layout"),
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bind_group_layouts: &[&uniform_layout, &primitive_layout, &rsc_layout],
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bind_group_layouts: &[&uniform_layout, &primitive_layout, &rsc_layout].map(Some),
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immediate_size: 0,
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});
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let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
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@@ -197,7 +197,7 @@ impl UiRenderNode {
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vertex: VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[PrimitiveInstance::desc()],
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buffers: &[Some(PrimitiveInstance::desc())],
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compilation_options: Default::default(),
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},
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fragment: Some(FragmentState {
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@@ -1,3 +1,5 @@
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enable wgpu_binding_array;
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const RECT: u32 = 0u;
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const TEXTURE: u32 = 1u;
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@@ -65,9 +67,9 @@ struct VertexOutput {
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@location(0) top_left: vec2<f32>,
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@location(1) bot_right: vec2<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) binding: u32,
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@location(4) idx: u32,
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@location(5) mask_idx: u32,
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@location(3) @interpolate(flat) binding: u32,
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@location(4) @interpolate(flat) idx: u32,
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@location(5) @interpolate(flat) mask_idx: u32,
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@builtin(position) clip_position: vec4<f32>,
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};
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