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Update README.md
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README.md

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@@ -112,7 +112,8 @@ Finally, load your shader, and add it to a material:
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```rust
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fn setup(materials: ResMut<Assets<RustGpu<MyRustGpuMaterial>>>) {
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// Extension method provided by the LoadRustGpuShader trait
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// Returns a RustGpuShader, which is akin to Handle<Shader> with some extra hot-reloading machinery.
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// Returns a RustGpuShader, which is akin to Handle<Shader>
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// with some extra hot-reloading machinery.
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let shader = asset_server.load_rust_gpu_shader(SHADER_PATH);
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// Add it to a RustGpu material, which can be used with bevy's MaterialMeshBundle
@@ -121,9 +122,16 @@ fn setup(materials: ResMut<Assets<RustGpu<MyRustGpuMaterial>>>) {
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fragment_shader = Some(shader),
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..default()
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});
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// Create cube mesh
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let mesh = meshes.add(Cube { size: 1.0 }.into());
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// Use material as per any other
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...
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// Spawn a mesh with our rust-gpu material
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commands.spawn(MaterialMeshBundle {
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mesh,
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material,
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..default()
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});
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}
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```
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