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This is a ticket for rewriting how we deal with attribute locations - preparing for WebGPU.
In WebGL1, the only way to binding attribute names to indexes was:
gl.bindAttribLocation(program, index, attrName);
In WebGL2, the webg1 method still works, but the in-shader layout qualifies was introduced:
layout (location = 0) in vec4 attrName;
In WebGPU, only in-shader indexes are allowed, so it makes sense to start refactoring the webgl2 code now to a more modern render-pipeline structure.
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This is a ticket for rewriting how we deal with attribute locations - preparing for WebGPU.
In WebGL1, the only way to binding attribute names to indexes was:
In WebGL2, the webg1 method still works, but the in-shader layout qualifies was introduced:
In WebGPU, only in-shader indexes are allowed, so it makes sense to start refactoring the webgl2 code now to a more modern render-pipeline structure.
The text was updated successfully, but these errors were encountered: