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>
This commit is contained in:
2026-03-24 21:38:45 +09:00
parent 9202bfadef
commit 080ac92fbb
8 changed files with 39 additions and 76 deletions

View File

@@ -48,9 +48,8 @@ struct ShadowUniform {
@group(3) @binding(0) var t_shadow: texture_depth_2d;
@group(3) @binding(1) var s_shadow: sampler_comparison;
@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
@group(4) @binding(0) var t_brdf_lut: texture_2d<f32>;
@group(4) @binding(1) var s_brdf_lut: sampler;
@group(3) @binding(3) var t_brdf_lut: texture_2d<f32>;
@group(3) @binding(4) var s_brdf_lut: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,