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This works:
```hlsl
[shader("vertex")]
FragIn_1uv vs_1uv(
[[vk::push_constant]] uniform Transform transform,
in VertIn_1uv in)
```
And I would therefore _expect_ this to also work:
…
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I have a slang file containing two entry points for the vertex and fragment shaders:
```
[shader("vertex")]
VertexOutput vertexMain(VertexInput vertexInput)
{
...
}
[shader("fragment")]
f…
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Using the *rendering-geometry* workspace, by opening the opaque ShaderProperty and changing any of the shader stages (e.g. by returning red fragments from the fragment shader stage `outputFragment(vec…
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Simple rasterization pipeline shader doesn't increase the location id for the different inputs.
```slang
struct VertexOutput {
float4 position : SV_Position;
float4 color : F_COLOR;
}
…
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### Feature
**Context**
I have some vector data that I'd like to show in a CesiumJS viewer using a streamable data format.
The obvious choice is to use 3DTiles. 3DTiles does not have built-in suppo…
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### Tested versions
- Reproducible in `master` (76fa7b291455a8ba24c50005072ebdb58f8a5984)
- Reproducible in 4.3.stable
### System information
Godot v4.3.stable - Fedora Linux 41 (KDE Plasma) - Way…
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Even though I'm using a gpu build, inference is running on cpu/ram. I tried to tinker with parameters, but with no luck.
Log:
```
Godot Engine v4.3.stable.mono.official.77dcf97d8 - https://go…
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Looking at it with a fresh eye I realised why it is done the way it is, so you can mark this closed. (don't code or analize code when you are tired :) )
I've heared that the if(...) is very costly in…
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Hi, we love your project, but it does not work out of the box if you minify vertex shader and fragment shader independantly because varying are renamed differently.
Would it be possible to export t…
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### Tested versions
stable 4.3
### System information
Kubuntu 22.04
### Issue description
If you write to `POSITION` to make a full screen post processor, then your `VIEW` vector will b…