mirror of
https://github.com/Ed94/VEFontCache-Odin.git
synced 2025-09-18 00:11:05 -07:00
update sokol (views update for gfx was breaking change)
This commit is contained in:
@@ -21,11 +21,11 @@ import sg "thirdparty:sokol/gfx"
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Uniform block 'draw_text_fs_params':
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Odin struct: Draw_Text_Fs_Params
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Bind slot: UB_draw_text_fs_params => 0
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Image 'draw_text_src_texture':
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Texture 'draw_text_src_texture':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_draw_text_src_texture => 0
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Bind slot: VIEW_draw_text_src_texture => 0
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Sampler 'draw_text_src_sampler':
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Type: .FILTERING
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Bind slot: SMP_draw_text_src_sampler => 0
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@@ -33,7 +33,7 @@ import sg "thirdparty:sokol/gfx"
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ATTR_draw_text_v_position :: 0
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ATTR_draw_text_v_texture :: 1
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UB_draw_text_fs_params :: 0
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IMG_draw_text_src_texture :: 0
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VIEW_draw_text_src_texture :: 0
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SMP_draw_text_src_sampler :: 0
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Draw_Text_Fs_Params :: struct #align(16) {
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using _: struct #packed {
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@@ -699,7 +699,7 @@ draw_text_vs_source_wgsl := [664]u8 {
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@binding(64) @group(1) var draw_text_src_texture : texture_2d<f32>;
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@binding(80) @group(1) var draw_text_src_sampler : sampler;
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@binding(65) @group(1) var draw_text_src_sampler : sampler;
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var<private> uv : vec2f;
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@@ -768,7 +768,7 @@ draw_text_fs_source_wgsl := [1825]u8 {
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0x72,0x20,0x64,0x72,0x61,0x77,0x5f,0x74,0x65,0x78,0x74,0x5f,0x73,0x72,0x63,0x5f,
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0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x20,0x3a,0x20,0x74,0x65,0x78,0x74,0x75,0x72,
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0x65,0x5f,0x32,0x64,0x3c,0x66,0x33,0x32,0x3e,0x3b,0x0a,0x0a,0x40,0x62,0x69,0x6e,
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0x64,0x69,0x6e,0x67,0x28,0x38,0x30,0x29,0x20,0x40,0x67,0x72,0x6f,0x75,0x70,0x28,
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0x64,0x69,0x6e,0x67,0x28,0x36,0x35,0x29,0x20,0x40,0x67,0x72,0x6f,0x75,0x70,0x28,
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0x31,0x29,0x20,0x76,0x61,0x72,0x20,0x64,0x72,0x61,0x77,0x5f,0x74,0x65,0x78,0x74,
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0x5f,0x73,0x72,0x63,0x5f,0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,0x20,0x3a,0x20,0x73,
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0x61,0x6d,0x70,0x6c,0x65,0x72,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,0x72,0x69,
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@@ -886,16 +886,16 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4
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desc.uniform_blocks[0].glsl_uniforms[0].array_count = 2
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desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "draw_text_fs_params"
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.views[0].texture.stage = .FRAGMENT
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desc.views[0].texture.image_type = ._2D
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desc.views[0].texture.sample_type = .FLOAT
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desc.views[0].texture.multisampled = false
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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desc.image_sampler_pairs[0].glsl_name = "draw_text_src_texture_draw_text_src_sampler"
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desc.texture_sampler_pairs[0].stage = .FRAGMENT
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desc.texture_sampler_pairs[0].view_slot = 0
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desc.texture_sampler_pairs[0].sampler_slot = 0
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desc.texture_sampler_pairs[0].glsl_name = "draw_text_src_texture_draw_text_src_sampler"
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case .GLES3:
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desc.vertex_func.source = transmute(cstring)&draw_text_vs_source_glsl300es
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desc.vertex_func.entry = "main"
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@@ -911,16 +911,16 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4
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desc.uniform_blocks[0].glsl_uniforms[0].array_count = 2
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desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "draw_text_fs_params"
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.views[0].texture.stage = .FRAGMENT
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desc.views[0].texture.image_type = ._2D
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desc.views[0].texture.sample_type = .FLOAT
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desc.views[0].texture.multisampled = false
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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desc.image_sampler_pairs[0].glsl_name = "draw_text_src_texture_draw_text_src_sampler"
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desc.texture_sampler_pairs[0].stage = .FRAGMENT
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desc.texture_sampler_pairs[0].view_slot = 0
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desc.texture_sampler_pairs[0].sampler_slot = 0
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desc.texture_sampler_pairs[0].glsl_name = "draw_text_src_texture_draw_text_src_sampler"
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case .D3D11:
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desc.vertex_func.source = transmute(cstring)&draw_text_vs_source_hlsl4
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desc.vertex_func.d3d11_target = "vs_4_0"
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@@ -938,17 +938,17 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 32
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desc.uniform_blocks[0].hlsl_register_b_n = 0
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.images[0].hlsl_register_t_n = 0
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desc.views[0].texture.stage = .FRAGMENT
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desc.views[0].texture.image_type = ._2D
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desc.views[0].texture.sample_type = .FLOAT
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desc.views[0].texture.multisampled = false
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desc.views[0].texture.hlsl_register_t_n = 0
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.samplers[0].hlsl_register_s_n = 0
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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desc.texture_sampler_pairs[0].stage = .FRAGMENT
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desc.texture_sampler_pairs[0].view_slot = 0
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desc.texture_sampler_pairs[0].sampler_slot = 0
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case .METAL_MACOS:
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desc.vertex_func.source = transmute(cstring)&draw_text_vs_source_metal_macos
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desc.vertex_func.entry = "main0"
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@@ -960,17 +960,17 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 32
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desc.uniform_blocks[0].msl_buffer_n = 0
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.images[0].msl_texture_n = 0
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desc.views[0].texture.stage = .FRAGMENT
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desc.views[0].texture.image_type = ._2D
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desc.views[0].texture.sample_type = .FLOAT
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desc.views[0].texture.multisampled = false
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desc.views[0].texture.msl_texture_n = 0
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.samplers[0].msl_sampler_n = 0
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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desc.texture_sampler_pairs[0].stage = .FRAGMENT
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desc.texture_sampler_pairs[0].view_slot = 0
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desc.texture_sampler_pairs[0].sampler_slot = 0
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case .WGPU:
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desc.vertex_func.source = transmute(cstring)&draw_text_vs_source_wgsl
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desc.vertex_func.entry = "main"
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@@ -982,17 +982,17 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 32
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desc.uniform_blocks[0].wgsl_group0_binding_n = 8
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.images[0].wgsl_group1_binding_n = 64
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desc.views[0].texture.stage = .FRAGMENT
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desc.views[0].texture.image_type = ._2D
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desc.views[0].texture.sample_type = .FLOAT
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desc.views[0].texture.multisampled = false
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desc.views[0].texture.wgsl_group1_binding_n = 64
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.samplers[0].wgsl_group1_binding_n = 80
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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desc.samplers[0].wgsl_group1_binding_n = 65
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desc.texture_sampler_pairs[0].stage = .FRAGMENT
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desc.texture_sampler_pairs[0].view_slot = 0
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desc.texture_sampler_pairs[0].sampler_slot = 0
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}
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return desc
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}
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