fix(renderer): merge IBL into group(3) to stay within max_bind_groups limit of 4
wgpu's default max_bind_groups is 4 (groups 0-3), but the PBR shader was using group(4) for BRDF LUT bindings. This merges IBL bindings into the shadow bind group (group 3) at binding slots 3-4, removes the standalone IBL bind group layout/creation, and updates all examples accordingly. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -48,9 +48,8 @@ struct ShadowUniform {
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@group(3) @binding(0) var t_shadow: texture_depth_2d;
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@group(3) @binding(1) var s_shadow: sampler_comparison;
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@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
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@group(4) @binding(0) var t_brdf_lut: texture_2d<f32>;
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@group(4) @binding(1) var s_brdf_lut: sampler;
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@group(3) @binding(3) var t_brdf_lut: texture_2d<f32>;
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@group(3) @binding(4) var s_brdf_lut: sampler;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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