Struct bevy::sprite::Wireframe2dMaterial

pub struct Wireframe2dMaterial {
    pub color: LinearRgba,
}

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§color: LinearRgba

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impl AsBindGroup for Wireframe2dMaterial

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type Data = ()

Data that will be stored alongside the “prepared” bind group.
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fn label() -> Option<&'static str>

label
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fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<GpuImage>, fallback_image: &FallbackImage ) -> Result<UnpreparedBindGroup<<Wireframe2dMaterial as AsBindGroup>::Data>, AsBindGroupError>

Returns a vec of (binding index, OwnedBindingResource). In cases where OwnedBindingResource is not available (as for bindless texture arrays currently), an implementor may define as_bind_group directly. This may prevent certain features from working correctly.
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fn bind_group_layout_entries( render_device: &RenderDevice ) -> Vec<BindGroupLayoutEntry>

Returns a vec of bind group layout entries
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fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<GpuImage>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>

Creates a bind group for self matching the layout defined in AsBindGroup::bind_group_layout.
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
where Self: Sized,

Creates the bind group layout matching all bind groups returned by AsBindGroup::as_bind_group
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impl Clone for Wireframe2dMaterial

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fn clone(&self) -> Wireframe2dMaterial

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Wireframe2dMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Wireframe2dMaterial

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fn default() -> Wireframe2dMaterial

Returns the “default value” for a type. Read more
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impl Material2d for Wireframe2dMaterial

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fn fragment_shader() -> ShaderRef

Returns this material’s fragment shader. If ShaderRef::Default is returned, the default mesh fragment shader will be used.
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fn depth_bias(&self) -> f32

Add a bias to the view depth of the mesh which can be used to force a specific render order.
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fn specialize( descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, _key: Material2dKey<Wireframe2dMaterial> ) -> Result<(), SpecializedMeshPipelineError>

Customizes the default RenderPipelineDescriptor.
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fn vertex_shader() -> ShaderRef

Returns this material’s vertex shader. If ShaderRef::Default is returned, the default mesh vertex shader will be used.
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impl TypePath for Wireframe2dMaterial

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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Returns the name of the type, or None if it is anonymous. Read more
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Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl VisitAssetDependencies for Wireframe2dMaterial

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for Wireframe2dMaterial

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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