# 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 |
||
|---|---|---|
| .. | ||
| 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 | ||