![]() # Objective - feature `shader_format_wesl` doesn't compile in Wasm - once fixed, example `shader_material_wesl` doesn't work in WebGL2 ## Solution - remove special path handling when loading shaders. this seems like a way to escape the asset folder which we don't want to allow, and can't compile on android or wasm, and can't work on iOS (filesystem is rooted there) - pad material so that it's 16 bits. I couldn't get conditional compilation to work in wesl for type declaration, it fails to parse - the shader renders the color `(0.0, 0.0, 0.0, 0.0)` when it's not a polka dot. this renders as black on WebGPU/metal/..., and white on WebGL2. change it to `(0.0, 0.0, 0.0, 1.0)` so that it's black everywhere |
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.. | ||
animate_shader.wgsl | ||
array_texture.wgsl | ||
automatic_instancing.wgsl | ||
bindless_material.wgsl | ||
cubemap_unlit.wgsl | ||
custom_clustered_decal.wgsl | ||
custom_gltf_2d.wgsl | ||
custom_material_2d.wgsl | ||
custom_material_import.wgsl | ||
custom_material_screenspace_texture.wgsl | ||
custom_material.frag | ||
custom_material.vert | ||
custom_material.wesl | ||
custom_material.wgsl | ||
custom_phase_item.wgsl | ||
custom_stencil.wgsl | ||
custom_ui_material.wgsl | ||
custom_vertex_attribute.wgsl | ||
extended_material.wgsl | ||
fallback_image_test.wgsl | ||
game_of_life.wgsl | ||
gpu_readback.wgsl | ||
instancing.wgsl | ||
irradiance_volume_voxel_visualization.wgsl | ||
line_material.wgsl | ||
post_processing.wgsl | ||
shader_defs.wgsl | ||
show_prepass.wgsl | ||
specialized_mesh_pipeline.wgsl | ||
storage_buffer.wgsl | ||
texture_binding_array.wgsl | ||
tonemapping_test_patterns.wgsl | ||
util.wesl | ||
water_material.wgsl |