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@ -181,14 +181,13 @@ let texture_bind_group_layout = device.create_bind_group_layout(
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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// This is only for TextureSampleType::Depth
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comparison: false,
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// This should be true if the sample_type of the texture is:
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ty: wgpu::BindingType::Sampler(
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// SamplerBindingType::Comparison is only for TextureSampleType::Depth
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// SamplerBindingType::Filtering if the sample_type of the texture is:
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// TextureSampleType::Float { filterable: true }
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// Otherwise you'll get an error.
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filtering: true,
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},
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wgpu::SamplerBindingType::Filtering,
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),
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count: None,
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},
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],
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