Graphics/BasicMaterial: Fix compilation error when no UV are available ...
... but textures are mapped
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16bd496253
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@ -85,10 +85,10 @@ fn main(input: FragIn) -> FragOut
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const if (HasColor)
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const if (HasColor)
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color *= input.color;
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color *= input.color;
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const if (HasBaseColorTexture)
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const if (HasUV && HasBaseColorTexture)
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color *= MaterialBaseColorMap.Sample(input.uv);
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color *= MaterialBaseColorMap.Sample(input.uv);
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const if (HasAlphaTexture)
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const if (HasUV && HasAlphaTexture)
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color.w *= MaterialAlphaMap.Sample(input.uv).x;
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color.w *= MaterialAlphaMap.Sample(input.uv).x;
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const if (AlphaTest)
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const if (AlphaTest)
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@ -195,7 +195,7 @@ fn main(input: VertIn) -> VertOut
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let worldPosition = instanceData.worldMatrix * vec4[f32](pos, 1.0);
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let worldPosition = instanceData.worldMatrix * vec4[f32](pos, 1.0);
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let output: VertOut;
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let output: VertOut;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](pos, 1.0);
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output.position = viewerData.viewProjMatrix * worldPosition;
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const if (HasColor)
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const if (HasColor)
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output.color = input.color;
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output.color = input.color;
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