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struct EnemyMaterial {
color: vec4<f32>,
};
@group(1) @binding(0)
var<uniform> material: EnemyMaterial;
struct FragmentInput {
#import bevy_pbr::mesh_vertex_output
}
@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
return material.color * vec4<f32>(in.world_normal, 1.0);
}
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