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glsl-out: invariant gl_FragCoord
might not be allowed under WebGL2
#4481
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Hmm, so it sounds like the GLSL ES 3.0 spec is ambiguous here. |
Right, the GLSL ES 3.00 spec mentions that outputs cannot have
but later mentions
which implies that the variance for |
Reopening to track the spec disambiguation. |
* outline example setup * new outline mask phase, outline renderer skeleton * outline processor setup * basic mesh mask drawing * outline mask has now its own depth buffer * add outline mask to meshinstance, unused so far * scaffolding for jumpflooding in outlines * potentially working jumpflooding init shader * basically working jumpflooding, hardcoded red outlines for the moment * wip * rebase fixup * renames * A lot better anti-aliasing handlign and documentation thereof * don't render meshes that don't participate in outlines during outline phase * configurable mesh outlines. demonstrate internal outlines in example * outline configurability, blend both outline a and b * Fix crash in write belt * use texture sampler for jumpflooding to fix buggy outline point at top left * simplify shader a bit by using pixel coordinates all the way as opposed to texel coordinates * use inf() to mark-up invalid positions * outline documentation * fix thickness/radius confusion * cleanup code in outlines.rs * fix typos * Fix documentation in outlines.rs * fix release mode compilation issue * Workaround for WebGL shader issue See https://github.com/gfx-rs/naga/issues/2252 * Provide non-msaa version of outline renderer for WebGL compatibility * hackish pause/unpause to simplify visualizing everything that goes on in there * pr feedback, fix demo timing * bump ci? --------- Co-authored-by: Clement Rey <cr.rey.clement@gmail.com>
KhronosGroup/WebGL#3518 confirmed that |
Actually should probably leave this open so we can remove the note |
glsl-out emits
invariant gl_FragCoord
because of invariant position (e.g., for wgsl-in this might look like@invariant @builtin(position) position
), but this doesn't compile under WebGL2/ANGLE.I opened KhronosGroup/WebGL#3518 to try to clarify the intended behavior because this seems to be allowed for WebGL1.
We might want to consider skipping
invariant
forgl_FragCoord
for now until the intended WebGL2 behavior is clarified.The text was updated successfully, but these errors were encountered: