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Fix clustered decal docs macOS/iOS restriction (again) (#24770)
#21332 did this but missed the component docs. So I fixed it and also tidied up the spacing of the other doc block. [Originally asked in Discord](https://discord.com/channels/691052431525675048/866787577687310356/1520073810684940401) but when making my PR I discovered #21332 which would have been nice to find earlier.
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crates/bevy_light/src/cluster/mod.rs

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@@ -224,8 +224,8 @@ pub struct ClusterableObjectCounts {
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///
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/// Clustered decals are the highest-quality types of decals that Bevy supports,
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/// but they require bindless textures. This means that they presently can't be
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/// used on WebGL 2, WebGPU, macOS, or iOS. Bevy's clustered decals can be used
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/// with forward or deferred rendering and don't require a prepass.
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/// used on WebGL 2 or WebGPU. Bevy's clustered decals can be used with forward
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/// or deferred rendering and don't require a prepass.
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#[derive(Component, Debug, Clone, Default, Reflect)]
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#[reflect(Component, Debug, Clone, Default)]
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#[require(Transform, ViewVisibility, Visibility, VisibilityClass)]

crates/bevy_pbr/src/decal/clustered.rs

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//!
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//! Clustered decals are the highest-quality types of decals that Bevy supports,
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//! but they require bindless textures. This means that they presently can't be
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//! used on WebGL 2 or WebGPU. Bevy's clustered decals can be used
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//! with forward or deferred rendering and don't require a prepass.
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//! used on WebGL 2 or WebGPU. Bevy's clustered decals can be used with forward
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//! or deferred rendering and don't require a prepass.
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//!
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//! Each clustered decal may contain up to 4 textures. By default, the 4
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//! textures correspond to the base color, a normal map, a metallic-roughness

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