Right now im trying to create post process shader with webGPU, using some examples from docs I initialized fragment shader and it works just fine, but when Im adding vertex shader definition it fails with
Do I need to include both sceneUboDeclaration and meshUboDeclaration uniform definitions for post-process vertex shader or there should be smth very different for this case?
Also will put it here:
When I try to pass RawTexture to compute shader it throws a strange error.
Looking for suggestions.
Just remove the
vertexUrl option of the
PostProcess constructor, there’s already a default vertex url used by the class. You also don’t have to set the
Generating mipmaps is not supported for integer textures, you should pass “false” for the
Thank you for the answer!
About vertex shader - I was trying to get view direction from vert shader and pass it down to the fragment.
About mipMaps - I got you, I thought falsy value is just enough.
Can I clarify one detail also?
I saw your PR about adding creationflag to the raw3d texture, but unfortunatelly I cant pass it to the compute shader im getting
Please tell me its possible to do
Rendering in a 3D texture is gated by a special flag in Chrome, as it is not yet officially supported (
--enable-dawn-features=allow_unsafe_apis). On the Babylon.js side, we don’t yet support it either, but it’s on our roadmap.