bevyengine / bevyengine/bevy

VertexOutput.uv throws [invalid field accessor `uv`] after migration to 0.14.1

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#14,756 1 comment 0 reactions 0 assignees View on GitHub
A-Rendering C-Bug S-Needs-Investigation
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Rust
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Description

## Bevy version

0.14.1

## \[Optional\] Relevant system information

cargo 1.82.0-nightly (0d8d22f83 2024-08-08)
cargo 1.80.1 (376290515 2024-07-16)
Windows 10
```ignore
AdapterInfo { name: "NVIDIA GeForce GTX 1080", vendor: 4318, device: 7040, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "556.12", backend: Vulkan }
```

## What you did

I have a very simple shader that worked fine in 0.13:
```wgsl
#import bevy_pbr::forward_io::VertexOutput

@group(2) @binding(0) var heatmap: texture_2d;
@group(2) @binding(1) var heatmap_sampler: sampler;

@fragment
fn fragment(mesh: VertexOutput) -> @location(0) vec4 {
return textureSample(heatmap, heatmap_sampler, mesh.uv);
}
```

After migration to 0.14.1 I started getting error that `uv` is not valid field of `VertedOutput`:

![image](https://github.com/user-attachments/assets/1a30f005-47ec-4a24-aa9f-9e16f0a1a591)

I couldn't find anything remotely relevant to that in migration docs, so I dig a little around the code and found that there was this one small change in the `VertexOutput` from 0.13 to 0.14 [here](https://github.com/bevyengine/bevy/blob/release-0.14.1/crates/bevy_pbr/src/render/forward_io.wgsl):

![image](https://github.com/user-attachments/assets/10c50504-b359-41c6-bea7-e28170ef17ad)

However, I know close to nothing about shaders so that `_A` change tells me nothing about whether it is related to my issue.
Any help appreciated :)

---
Material usage for additional context if it would be of any help:
```Rust
#[derive(Asset, AsBindGroup, TypePath, Debug, Clone)]
pub struct EmissionHeatmapMaterial {
#[texture(0)]
#[sampler(1)]
pub heatmap: Handle,
}

impl Material2d for EmissionHeatmapMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/emissions_map.wgsl".into()
}
}
```

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