#[test]
fn test_mesh_pbr_has_texture_bindings() {
// Current shader uses t_diffuse texture array (group 0) for all materials including material_id == 13u.
// Phase 2 will add dedicated PBR texture bindings (t_albedo, t_normal, t_orm, t_shadow).
// Just verify the binding exists in the source.
let common = include_str!("../src/shaders/common.wgsl");
assert!(
common.contains("t_diffuse"),
"common.wgsl must have diffuse texture array binding (t_diffuse)"
);
}