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Seems discard in wgsl does't work with bevy? or there's something others make the output different as i expect #17172

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never mind, turn out i deleted unused VertexInput variable in sprite_mask.wgsl, but sprite.wgsl and sprite_mask.wgsl both using same instance buffer struct,so the mapping relationship is wrong, vertex input get wrong i_uv_offset_scale make uv wong.

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