 adae877be2
			
		
	
	
		adae877be2
		
	
	
	
	
		
			
			# Objective Fixes #7373 ## Solution Use only one sampler instead of an array of samplers.
		
			
				
	
	
		
			18 lines
		
	
	
		
			593 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			18 lines
		
	
	
		
			593 B
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| @group(1) @binding(0)
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| var textures: binding_array<texture_2d<f32>>;
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| @group(1) @binding(1)
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| var nearest_sampler: sampler;
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| // We can also have array of samplers
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| // var samplers: binding_array<sampler>;
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| 
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| @fragment
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| fn fragment(
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|     #import bevy_pbr::mesh_vertex_output
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| ) -> @location(0) vec4<f32> {
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|     // Select the texture to sample from using non-uniform uv coordinates
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|     let coords = clamp(vec2<u32>(uv * 4.0), vec2<u32>(0u), vec2<u32>(3u));
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|     let index = coords.y * 4u + coords.x;
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|     let inner_uv = fract(uv * 4.0);
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|     return textureSample(textures[index], nearest_sampler, inner_uv);
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| }
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