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Hi,
I am seeing the reappearance of the same issue described in the following issue which got fixed: https://github.com/brendan-duncan/wgsl_reflect/issues/52, the binding is not added to the resour…
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## Bevy version
0.14.0-rc.4
The following is a simple program which uses a custom vertex attribute to colour a shape.
```rust
use bevy::{
math::{vec3, vec4, VectorSpace},
prelude::…
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EDIT from @ErichDonGubler: WGPU has a limitation with SPIR-V and Naga shader module APIs where a user cannot provide original source code. When an error is encountered in Naga's shader module compilat…
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I would like to index into a uniform buffer per-primitive (e.g. triangle face) in the fragment shader, so I can have per-face data (e.g. color). I can't find any way to do this within the current WGSL…
darzu updated
4 months ago
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According to the definition of smoothstep, using smoothstep with values egde0 > edge1 is perfectly fine. It saves you a subtraction, the pattern is used a lot in WebGL shaders and works satisfactory, …
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The initial proposal is below. This is a place to discuss
### 7. Disallow `textureLoad()` of depth textures in WGSL via validation.
**Justification**: OpenGL ES does not support `texelFetch()` o…
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Eventually, we might need proper support from naga to be able to handle all WGSL constructs. (The hard alternative is rolling our own parser.)
Currently, naga_oil generates headers and uses them to…
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Currently no WGSL samples covers this GLSL use case in vertex shader:
```
layout(std430, set = 0, binding = 0) readonly buffer myBuffer {
float numbers[];
} myBuffer;
```
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In #2999 and #2505 it was decided that author-provided alignments in WGSL shaders *do not* incur alignment restrictions on the buffer binding attached to the shader. However, for performance reasons, …
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**Is your feature request related to a problem? Please describe.**
When building tooling or extensions for wgsl, or other shader languages, it'd be very useful to be able to parse the source code wit…