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shader-rt: manual pipeline layout, fixing errors when bindings got DCE'd
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@@ -190,7 +190,7 @@ impl PerPixelAdjust {
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#wgpu_executor.shader_runtime.run_per_pixel_adjust(&::wgpu_executor::shader_runtime::Shaders {
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wgsl_shader: crate::WGSL_SHADER,
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fragment_shader_name: super::#entry_point_name,
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}, #gpu_image, &()).await
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}, #gpu_image, &1u32).await
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}
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};
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