implementation
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#import bevy_sprite::mesh2d_vertex_output::VertexOutput
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#import bevy_sprite::mesh2d_view_bindings::globals
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@group(#{MATERIAL_BIND_GROUP}) @binding(0) var base_color_texture: texture_2d<f32>;
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@group(#{MATERIAL_BIND_GROUP}) @binding(1) var base_color_sampler: sampler;
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@fragment
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fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(base_color_texture, base_color_sampler, mesh.uv + vec2(globals.time / 10., 0.));
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}
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