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The following code snippet comes from //github.com/austinEng/webgpu-samples.git, but when I compile it with glslang, it's failed with the error *"Glslang.JS: Could not compile shader"*
```
#version …
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**Describe the situation in which you encountered the missing validation**
I have a graphics pipeline with some output variable (storage class: Output) that is written from the mesh shader and consum…
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Failed to compile fragment shader
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Both D3D12 and Vulkan evaluates the pixel shader once per sample if the sample index/ID semantic is present in a shader. This is most likely why manually choosing MSAA sample positions is needed in or…
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```bash
file number 0: http://localhost:3000/static/js/bundle.js:1349:28
1| #extension GL_OES_standard_derivatives : enable
2| precision mediump float;
3| #define GLSLIFY 1
4| flo…
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L.glify.points({
map: map,
click: function (e, point, xy) {
//set up a standalone popup (use a popup as a layer)
L.popup()
.setLatLng(point)
…
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- [ ] Implement `clip` clang builtin,
- [ ] Link `clip` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `clip` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.cpp`
- [ ] Add cod…
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Hello, I have the following shaders:
```glsl
#version 450
precision mediump float;
layout (location = 0) in flat vec4 inColor;
layout (location = 0) out vec4 fragColor;
void main()
{
…
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I am playing Silent Hill 2 Remake and i want to use Vulkan instead of DX12.
However, when i'm putting the files in the directory and launching the game with "-dx11", i got this error :
"A D3D11-Com…
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Figure out terrain color in a fragment shader instead of setting explicit face colors during mesh generation. This would allow for smoother blending between terrain types as well.