pub struct MainOpaquePass3dNode;
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impl Default for MainOpaquePass3dNode

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fn default() -> MainOpaquePass3dNode

Returns the “default value” for a type. Read more
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impl ViewNode for MainOpaquePass3dNode

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type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Opaque3d>, &'static RenderPhase<AlphaMask3d>, &'static ViewTarget, &'static ViewDepthTexture, Option<&'static SkyboxPipelineId>, Option<&'static SkyboxBindGroup>, &'static ViewUniformOffset)

The query that will be used on the view entity. It is guaranteed to run on the view entity, so there’s no need for a filter
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fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, _: <<MainOpaquePass3dNode as ViewNode>::ViewQuery as WorldQuery>::Item<'w>, world: &'w World ) -> Result<(), NodeRunError>

Runs the graph node logic, issues draw calls, updates the output slots and optionally queues up subgraphs for execution. The graph data, input and output values are passed via the RenderGraphContext.
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fn update(&mut self, _world: &mut World)

Updates internal node state using the current render World prior to the run method.

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

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> 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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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn to_sample_(self) -> U

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