// world_texture: wgpu::Texture,
// world_texture_view: wgpu::TextureView,
// // world_texture_sampler: wgpu::Sampler,
// world_texture_bind_group: wgpu::BindGroup,
// camera_uniform: CameraUniform,
// camera_buffer: wgpu::Buffer,
// camera_bind_group: wgpu::BindGroup,
// render_options_buffer: wgpu::Buffer,
// render_options_bind_group: wgpu::BindGroup,
// /// Renders from the world texture to screen space within the bounds of the camera
// // TODO eventually handle screen space effects
// world_render_pipeline: wgpu::RenderPipeline,
// // num_world_vertices: u32,
// num_world_indices: u32,
// world_vertex_buffer: wgpu::Buffer,
// world_index_buffer: wgpu::Buffer,
// Shader fun
// composer: compose::Composer,