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# Objective - Fix shader_material_glsl example ## Solution - Expose the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through the default `MeshPipeline` specialization. - Make use of it in the `custom_material.vert` shader to access the mesh binding. --- ## Changelog - Added: Exposed the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through the default `MeshPipeline` specialization to use in custom shaders not using bevy_pbr::mesh_bindings that still want to use the mesh binding in some way.
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