Shader/SPIRV: Add support for swizzling with one component
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@@ -62,8 +62,7 @@ fn main(input: InputData) -> OutputData
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diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
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const if (HasAlphaTexture)
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// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x
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diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, (MaterialAlphaMap.Sample(input.uv)).x * diffuseColor.w);
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diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
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const if (AlphaTest)
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{
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