import bevy_pbr::render::mesh_view_bindings::view;
@group(constants::MATERIAL_BIND_GROUP) @binding(101) var surface_texture: texture_2d<f32>;
@group(constants::MATERIAL_BIND_GROUP) @binding(102) var surface_sampler: sampler;
fn surface_color(uv: vec2<f32>) -> vec4<f32> {
return textureSampleBias(surface_texture, surface_sampler, uv, view.mip_bias);
}