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Consolidating all the bind groups, because I only have four. Stuff shared between render passes will get isolated somehow, but it might be by binding one buffer to multiple render passes' bind group at zero rather than having more than one bind group.
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@@ -11,20 +11,20 @@ let TWO_PI:f32 = 6.28318530718; // No, I'm not using Tau.
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[[block]] struct MSDFUniforms {
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numColumns: i32;
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};
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[[group(1), binding(0)]] var<uniform> msdfUniforms:MSDFUniforms;
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[[group(1), binding(1)]] var msdfSampler: sampler;
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[[group(1), binding(2)]] var msdfTexture: texture_2d<f32>;
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[[group(0), binding(1)]] var<uniform> msdfUniforms:MSDFUniforms;
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[[group(0), binding(2)]] var msdfSampler: sampler;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[block]] struct TimeUniforms {
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now: i32;
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frame: i32;
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};
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[[group(2), binding(0)]] var<uniform> timeUniforms:TimeUniforms;
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[[group(0), binding(4)]] var<uniform> timeUniforms:TimeUniforms;
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[[block]] struct CameraUniforms {
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screenSize: vec2<f32>;
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};
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[[group(3), binding(0)]] var<uniform> cameraUniforms:CameraUniforms;
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[[group(0), binding(5)]] var<uniform> cameraUniforms:CameraUniforms;
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// Vertex shader
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