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Use bevy::shader in examples instead of bevy::render::shader re-export (#20492)
# Objective - Prepare for removing re-exports - Probably depends on #20491 merging first ## Solution - title ## Testing - cargo check --examples --all-features
1 parent 95f2a82 commit 6eca318

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-46
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examples/2d/custom_gltf_vertex_attribute.rs

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@@ -6,6 +6,7 @@ use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::*,
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shader::ShaderRef,
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sprite::{Material2d, Material2dKey, Material2dPlugin},
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};
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examples/3d/clustered_decals.rs

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@@ -10,9 +10,10 @@ use bevy::{
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pbr::{decal, ExtendedMaterial, MaterialExtension},
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prelude::*,
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render::{
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render_resource::{AsBindGroup, ShaderRef},
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render_resource::AsBindGroup,
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renderer::{RenderAdapter, RenderDevice},
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},
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shader::ShaderRef,
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window::{CursorIcon, SystemCursorIcon},
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};
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use ops::{acos, cos, sin};

examples/3d/irradiance_volumes.rs

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@@ -20,7 +20,8 @@ use bevy::{
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math::{uvec3, vec3},
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pbr::{ExtendedMaterial, MaterialExtension},
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prelude::*,
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render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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render::render_resource::{AsBindGroup, ShaderType},
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shader::ShaderRef,
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window::PrimaryWindow,
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};
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examples/3d/lines.rs

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@@ -8,10 +8,10 @@ use bevy::{
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{
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AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
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SpecializedMeshPipelineError,
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AsBindGroup, PolygonMode, RenderPipelineDescriptor, SpecializedMeshPipelineError,
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},
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},
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shader::ShaderRef,
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};
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/// This example uses a shader source file from the assets subdirectory

examples/3d/solari.rs

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@@ -6,8 +6,9 @@ mod camera_controller;
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use argh::FromArgs;
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use bevy::{
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camera::CameraMainTextureUsages,
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mesh::Indices,
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prelude::*,
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render::{mesh::Indices, render_resource::TextureUsages},
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render::render_resource::TextureUsages,
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scene::SceneInstanceReady,
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solari::{
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pathtracer::{Pathtracer, PathtracingPlugin},

examples/3d/ssr.rs

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@@ -17,9 +17,10 @@ use bevy::{
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},
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prelude::*,
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render::{
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render_resource::{AsBindGroup, ShaderRef, ShaderType},
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render_resource::{AsBindGroup, ShaderType},
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view::Hdr,
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},
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shader::ShaderRef,
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};
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/// This example uses a shader source file from the assets subdirectory

examples/3d/tonemapping.rs

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@@ -8,9 +8,10 @@ use bevy::{
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prelude::*,
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reflect::TypePath,
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render::{
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render_resource::{AsBindGroup, ShaderRef},
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render_resource::AsBindGroup,
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view::{ColorGrading, ColorGradingGlobal, ColorGradingSection, Hdr},
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},
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shader::ShaderRef,
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};
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use std::f32::consts::PI;
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examples/shader/animate_shader.rs

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@@ -2,9 +2,7 @@
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//! The time data is in the globals binding which is part of the `mesh_view_bindings` shader import.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
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};
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/// This example uses a shader source file from the assets subdirectory

examples/shader/array_texture.rs

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//! uniform variable.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
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};
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/// This example uses a shader source file from the assets subdirectory

examples/shader/automatic_instancing.rs

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@@ -3,10 +3,8 @@
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//! Also demonstrates how to use `MeshTag` to use external data in a custom material.
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use bevy::{
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mesh::MeshTag,
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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mesh::MeshTag, prelude::*, reflect::TypePath, render::render_resource::AsBindGroup,
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shader::ShaderRef,
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};
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const SHADER_ASSET_PATH: &str = "shaders/automatic_instancing.wgsl";

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