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When trying to assign to a vector component through indexing, the Direct3D shader compiler rejects the generated HLSL. On Vulkan and Metal the shader is built without any issues and runs correctly.
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**Description**
When using the built-in variable `sample_mask` in a wgsl fragment shader, naga produces incorrect glsl, leading to a panic when using OpenGL.
**Repro steps**
Given the following w…
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## Issues
Currently invalid shader input would **panic** at `device.create_shader_module`: https://github.com/fralonra/wgshadertoy/blob/87e36ac295b9c02f4c0e6dd1dc31231fa549ad59/src/runtime.rs#L280
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Had thoughts of working on a web-based application for reading manga and thought this would be a great way to up the quality of old sources. Of course, this would require using WebGL / WebGPU.
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# Overview
Static samplers are immutable sampler objects that can not be modified after they are defined. They exist in all three backends: Vulkan, D3D12, and Metal. They are called immutable sampler…
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## Use case
Push expensive math operations on GPU, enrich the newly added shader feature in Flutter 3.3.0
## Proposal
Implement WGSL specs [https://www.w3.org/TR/WGSL/](url)
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It would be great to consider having a builtin inverse() function for matrices in WGLS.
As pointed out [in this comment](https://github.com/gpuweb/gpuweb/issues/4026#issuecomment-1532430336), it is…
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Hey, first thanks for an awesome package. This project is a lifesaver to all (like me) who didn't delve into GPU rendering.
I do have a question tho, in the Anime4K repo there are more options of s…
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wgsl now supports these, and I think they could speed up some computations.
wgsl_bindgen fails these because naga_oil, which in turn fails because of naga.
Naga uses a search-and-replace strateg…
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Hi, currently the explainer does not seem to prevent using WebGL one frame and WebGPU the next. However, this is problematic because WebGL's coordinate system is inverted and I'm not sure that all bac…