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fix multiple_windows example (bevyengine#4389)
The example was broken in bevyengine#3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally. Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet. To fix the example, we need to - don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker - add the `CameraTypePlugin::<SecondWindowCamera3d>` - extract the correct `RenderPhase`s - add a 3d pass driver node for the secondary camera Fixes bevyengine#4378 Co-authored-by: Jakob Hellermann <[email protected]>
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