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While attempting to add a new uniform buffer (binding = 2) to my fragment shader, I received a BindingsMismatch error if that uniform buffer wasn't also defined (and actually used) in my vertex shader. The issue was a BindingsMismatch Err being thrown in the merge function of the reflect module.
To be clear, just defining the uniform in the vertex shader was insufficient, and it had to actually be used in my vertex shader to fix this reflection issue.