I am facing an error with ShadowDepthWrapper when my vertex and fragment shader are written in WGSL. The code works fine without ShadowDepthWrapper. But adding shadowDepthWrapper causes GLSL compilation error.
I am able to reproduce the error in a PG. The same error is thrown with empty main() function in WGSL syntax in dev console.
Thanks for looking into this. I most likely need customized version of vertex shaders for the shadow depth wrappers. And fragment shader for shadow is pretty much empty anyway. I can live with GLSL for now.
This issue becomes a blocker for me. I created a PR to allow WGSL in ShaderMaterial to be used for ShadowDepthWrapper. I never created PR to BJS before. Could you review and let me know if there is anything I need to add to my PR.