prepass vertex shader always outputs world position (#10657)
# Objective the pbr prepass vertex shader currently only sets `VertexOutput::world_position` when deferred or motion prepasses are enabled. the field is always in the vertex output so is otherwise undetermined, and the calculation is very cheap. ## Solution always set the world position in the pbr prepass vert shader.
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@ -89,9 +89,7 @@ fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
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out.color = vertex.color;
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#endif
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#ifdef MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS
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out.world_position = mesh_functions::mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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#endif // MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS
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#ifdef MOTION_VECTOR_PREPASS
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// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug.
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