Closed bananaturtlesandwich closed 5 months ago
@bananaturtlesandwich If you look in ssr.wgsl, there is prepass_utils imported from bevy_pbr like in your example, and in other place prepass_utils::prepass_depth is used instead of just prepass_depth
in your example. Can you try import bevy_pbr::prepass_utils::prepass_depth
or use prepass_utils::prepass_depth
?
oh yeah that's on me although it's now showing a different error
2024-06-05T09:43:06.371985Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: failed to build a valid final module: Entry point fragment at Fragment is invalid
= Argument 1 varying error
= Capability Capabilities(MULTISAMPLED_SHADING) is not supported
should this be happening even if Msaa is disabled like it is?
nevermind i'm an idiot sample index is 0 if not supported
didn't click that sample index meant multisampling
@bugsweeper nice catch on that one, I completely missed the import being incorrect 😅.
@bananaturtlesandwich I think the multisampled_shading feature will be enabled by default in 0.14, but yeah, just use 0 instead of sample_index for now.
Bevy version
0.13.2
What you did
i essentially just tried to run a simplified version of the shader prepass example (just the plane and quad with no settings) to try and figure out a bug i was having using depth prepass (the one i'm reporting now)
main.rs
show_prepass.wgsl
What went wrong
when compiling the shader this error is printed to the console
and so no depth colouring was applied
Additional information
This is on Windows 10 trying to get depth prepass working to make a material which displays differently through walls and dithers when close to the camera i posted a discussion here at #13657 about this to see if i was being dumb but @IceSentry wasn't sure what could be wrong
the first time i compiled i wasn't using all default features like the example but the same results occur for me compiling with default features too the error isn't from any change in the example code on master which i copied it from since the only commits to it have been to change text size in the ui