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shader_prepass example is broken #7375
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CC @IceSentry |
Copying my answer from the wgpu 0.15 pr
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the post_processing example is broken too with the same error. |
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes #6799 - Fixes #6996 - Fixes #7375 - Supercedes #6997 - Supercedes #7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective - Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs - Fixes bevyengine#6799 - Fixes bevyengine#6996 - Fixes bevyengine#7375 - Supercedes bevyengine#6997 - Supercedes bevyengine#7380 ## Solution - The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it. - The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
closes #6 Apply fix from bevyengine/bevy#7375 to the voronoise example. * Also introduce a shield demo I'm still working on that uses depth prepass * add a temporary debug fresnel function that is not really that different from the current
closes rust-adventure#6 Apply fix from bevyengine/bevy#7375 to the voronoise example. * Also introduce a shield demo I'm still working on that uses depth prepass * add a temporary debug fresnel function that is not really that different from the current
Bevy version
first bad commit is c3a4682
Relevant system information
What you did
cargo run --example shader_prepass
What went wrong
Depth information in grayscale should be shown, but it's just a black screen.
There's some error output:
The text was updated successfully, but these errors were encountered: