use custom material 2d, with same logic draw part of texture, get different result with wgpu.
- Dominant language
- Rust
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Description
## Bevy version
0.14.1
- the Rust version you're using (you can get this by running `cargo --version`)
cargo 1.80.1 (376290515 2024-07-16)
```ignore
AdapterInfo { name: "AMD Radeon RX 6650 XT (RADV NAVI23)", vendor: 4098, device: 29679, device_type: DiscreteGp
u, driver: "radv", driver_info: "Mesa 24.1.6-arch1.1", backend: Vulkan }
```
## What you did
I have a tilemap texture, size (8, 2), I want draw the tile (0,0)

the fragment logic is
```wgsl
@fragment
fn fragment(in: VertexOut) -> @location(0) vec4 {
var uv = in.uv / vec2f(8.0, 2.0);
return textureSample(texture, texture_sampler, uv);
}
```
## What went wrong
In Bevy, there is a buggy one pixel line in the right

In Wgpu, it's perfect

## Additional information
[bevy project](https://github.com/alexniver/bevy_tilemap)
[wgpu project](https://github.com/alexniver/wgpu_tilemap)
Contributor guide
Research direction
Start with the linked bevy_tilemap reproduction and compare its custom material and WGSL fragment logic with the linked wgpu_tilemap project. Reproduce the tile (0,0) rendering on Bevy 0.14.1, then trace the texture sampling or material path until the one-pixel line is explained and eliminated.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100