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:
@@ -79,51 +79,4 @@ impl IblResources {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Bind group layout for group(4):
|
|
||||||
/// binding 0 — texture_2d<f32> (filterable)
|
|
||||||
/// binding 1 — sampler (filtering)
|
|
||||||
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
|
|
||||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
||||||
label: Some("IblBindGroupLayout"),
|
|
||||||
entries: &[
|
|
||||||
wgpu::BindGroupLayoutEntry {
|
|
||||||
binding: 0,
|
|
||||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
||||||
ty: wgpu::BindingType::Texture {
|
|
||||||
multisampled: false,
|
|
||||||
view_dimension: wgpu::TextureViewDimension::D2,
|
|
||||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
|
||||||
},
|
|
||||||
count: None,
|
|
||||||
},
|
|
||||||
wgpu::BindGroupLayoutEntry {
|
|
||||||
binding: 1,
|
|
||||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
|
||||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
|
||||||
count: None,
|
|
||||||
},
|
|
||||||
],
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn create_bind_group(
|
|
||||||
&self,
|
|
||||||
device: &wgpu::Device,
|
|
||||||
layout: &wgpu::BindGroupLayout,
|
|
||||||
) -> wgpu::BindGroup {
|
|
||||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
||||||
label: Some("IblBindGroup"),
|
|
||||||
layout,
|
|
||||||
entries: &[
|
|
||||||
wgpu::BindGroupEntry {
|
|
||||||
binding: 0,
|
|
||||||
resource: wgpu::BindingResource::TextureView(&self.brdf_lut_view),
|
|
||||||
},
|
|
||||||
wgpu::BindGroupEntry {
|
|
||||||
binding: 1,
|
|
||||||
resource: wgpu::BindingResource::Sampler(&self.brdf_lut_sampler),
|
|
||||||
},
|
|
||||||
],
|
|
||||||
})
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,7 +8,6 @@ pub fn create_pbr_pipeline(
|
|||||||
texture_layout: &wgpu::BindGroupLayout,
|
texture_layout: &wgpu::BindGroupLayout,
|
||||||
material_layout: &wgpu::BindGroupLayout,
|
material_layout: &wgpu::BindGroupLayout,
|
||||||
shadow_layout: &wgpu::BindGroupLayout,
|
shadow_layout: &wgpu::BindGroupLayout,
|
||||||
ibl_layout: &wgpu::BindGroupLayout,
|
|
||||||
) -> wgpu::RenderPipeline {
|
) -> wgpu::RenderPipeline {
|
||||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("PBR Shader"),
|
label: Some("PBR Shader"),
|
||||||
@@ -17,7 +16,7 @@ pub fn create_pbr_pipeline(
|
|||||||
|
|
||||||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
label: Some("PBR Pipeline Layout"),
|
label: Some("PBR Pipeline Layout"),
|
||||||
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout, ibl_layout],
|
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout],
|
||||||
immediate_size: 0,
|
immediate_size: 0,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|||||||
@@ -48,9 +48,8 @@ struct ShadowUniform {
|
|||||||
@group(3) @binding(0) var t_shadow: texture_depth_2d;
|
@group(3) @binding(0) var t_shadow: texture_depth_2d;
|
||||||
@group(3) @binding(1) var s_shadow: sampler_comparison;
|
@group(3) @binding(1) var s_shadow: sampler_comparison;
|
||||||
@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
|
@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
|
||||||
|
@group(3) @binding(3) var t_brdf_lut: texture_2d<f32>;
|
||||||
@group(4) @binding(0) var t_brdf_lut: texture_2d<f32>;
|
@group(3) @binding(4) var s_brdf_lut: sampler;
|
||||||
@group(4) @binding(1) var s_brdf_lut: sampler;
|
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
@location(0) position: vec3<f32>,
|
@location(0) position: vec3<f32>,
|
||||||
|
|||||||
@@ -78,6 +78,24 @@ impl ShadowMap {
|
|||||||
},
|
},
|
||||||
count: None,
|
count: None,
|
||||||
},
|
},
|
||||||
|
// binding 3: BRDF LUT texture
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 3,
|
||||||
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Texture {
|
||||||
|
multisampled: false,
|
||||||
|
view_dimension: wgpu::TextureViewDimension::D2,
|
||||||
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||||
|
},
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
|
// binding 4: BRDF LUT sampler
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 4,
|
||||||
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
],
|
],
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
@@ -87,6 +105,8 @@ impl ShadowMap {
|
|||||||
device: &wgpu::Device,
|
device: &wgpu::Device,
|
||||||
layout: &wgpu::BindGroupLayout,
|
layout: &wgpu::BindGroupLayout,
|
||||||
shadow_uniform_buffer: &wgpu::Buffer,
|
shadow_uniform_buffer: &wgpu::Buffer,
|
||||||
|
brdf_lut_view: &wgpu::TextureView,
|
||||||
|
brdf_lut_sampler: &wgpu::Sampler,
|
||||||
) -> wgpu::BindGroup {
|
) -> wgpu::BindGroup {
|
||||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
label: Some("Shadow Bind Group"),
|
label: Some("Shadow Bind Group"),
|
||||||
@@ -104,6 +124,14 @@ impl ShadowMap {
|
|||||||
binding: 2,
|
binding: 2,
|
||||||
resource: shadow_uniform_buffer.as_entire_binding(),
|
resource: shadow_uniform_buffer.as_entire_binding(),
|
||||||
},
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 3,
|
||||||
|
resource: wgpu::BindingResource::TextureView(brdf_lut_view),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 4,
|
||||||
|
resource: wgpu::BindingResource::Sampler(brdf_lut_sampler),
|
||||||
|
},
|
||||||
],
|
],
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -41,7 +41,6 @@ struct AppState {
|
|||||||
shadow_bind_group: wgpu::BindGroup,
|
shadow_bind_group: wgpu::BindGroup,
|
||||||
_shadow_map: ShadowMap,
|
_shadow_map: ShadowMap,
|
||||||
_ibl: IblResources,
|
_ibl: IblResources,
|
||||||
ibl_bind_group: wgpu::BindGroup,
|
|
||||||
input: InputState,
|
input: InputState,
|
||||||
timer: GameTimer,
|
timer: GameTimer,
|
||||||
cam_aligned_size: u32,
|
cam_aligned_size: u32,
|
||||||
@@ -179,8 +178,6 @@ impl ApplicationHandler for IblDemoApp {
|
|||||||
|
|
||||||
// IBL resources
|
// IBL resources
|
||||||
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
||||||
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
|
|
||||||
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
|
|
||||||
|
|
||||||
// Material bind group
|
// Material bind group
|
||||||
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
@@ -216,6 +213,8 @@ impl ApplicationHandler for IblDemoApp {
|
|||||||
&gpu.device,
|
&gpu.device,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&shadow_uniform_buffer,
|
&shadow_uniform_buffer,
|
||||||
|
&ibl.brdf_lut_view,
|
||||||
|
&ibl.brdf_lut_sampler,
|
||||||
);
|
);
|
||||||
|
|
||||||
// PBR pipeline
|
// PBR pipeline
|
||||||
@@ -226,7 +225,6 @@ impl ApplicationHandler for IblDemoApp {
|
|||||||
&pbr_tex_layout,
|
&pbr_tex_layout,
|
||||||
&mat_layout,
|
&mat_layout,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&ibl_layout,
|
|
||||||
);
|
);
|
||||||
|
|
||||||
self.state = Some(AppState {
|
self.state = Some(AppState {
|
||||||
@@ -247,7 +245,6 @@ impl ApplicationHandler for IblDemoApp {
|
|||||||
shadow_bind_group,
|
shadow_bind_group,
|
||||||
_shadow_map: shadow_map,
|
_shadow_map: shadow_map,
|
||||||
_ibl: ibl,
|
_ibl: ibl,
|
||||||
ibl_bind_group,
|
|
||||||
input: InputState::new(),
|
input: InputState::new(),
|
||||||
timer: GameTimer::new(60),
|
timer: GameTimer::new(60),
|
||||||
cam_aligned_size,
|
cam_aligned_size,
|
||||||
@@ -490,7 +487,6 @@ impl ApplicationHandler for IblDemoApp {
|
|||||||
render_pass.set_pipeline(&state.pipeline);
|
render_pass.set_pipeline(&state.pipeline);
|
||||||
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
||||||
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
||||||
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
|
|
||||||
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
|
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
|
||||||
render_pass.set_index_buffer(
|
render_pass.set_index_buffer(
|
||||||
state.mesh.index_buffer.slice(..),
|
state.mesh.index_buffer.slice(..),
|
||||||
|
|||||||
@@ -40,7 +40,6 @@ struct AppState {
|
|||||||
shadow_bind_group: wgpu::BindGroup,
|
shadow_bind_group: wgpu::BindGroup,
|
||||||
_shadow_map: ShadowMap,
|
_shadow_map: ShadowMap,
|
||||||
_ibl: IblResources,
|
_ibl: IblResources,
|
||||||
ibl_bind_group: wgpu::BindGroup,
|
|
||||||
input: InputState,
|
input: InputState,
|
||||||
timer: GameTimer,
|
timer: GameTimer,
|
||||||
cam_aligned_size: u32,
|
cam_aligned_size: u32,
|
||||||
@@ -190,8 +189,6 @@ impl ApplicationHandler for MultiLightApp {
|
|||||||
|
|
||||||
// IBL resources
|
// IBL resources
|
||||||
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
||||||
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
|
|
||||||
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
|
|
||||||
|
|
||||||
// Material bind group
|
// Material bind group
|
||||||
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
@@ -227,6 +224,8 @@ impl ApplicationHandler for MultiLightApp {
|
|||||||
&gpu.device,
|
&gpu.device,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&shadow_uniform_buffer,
|
&shadow_uniform_buffer,
|
||||||
|
&ibl.brdf_lut_view,
|
||||||
|
&ibl.brdf_lut_sampler,
|
||||||
);
|
);
|
||||||
|
|
||||||
// PBR pipeline
|
// PBR pipeline
|
||||||
@@ -237,7 +236,6 @@ impl ApplicationHandler for MultiLightApp {
|
|||||||
&pbr_tex_layout,
|
&pbr_tex_layout,
|
||||||
&mat_layout,
|
&mat_layout,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&ibl_layout,
|
|
||||||
);
|
);
|
||||||
|
|
||||||
self.state = Some(AppState {
|
self.state = Some(AppState {
|
||||||
@@ -259,7 +257,6 @@ impl ApplicationHandler for MultiLightApp {
|
|||||||
shadow_bind_group,
|
shadow_bind_group,
|
||||||
_shadow_map: shadow_map,
|
_shadow_map: shadow_map,
|
||||||
_ibl: ibl,
|
_ibl: ibl,
|
||||||
ibl_bind_group,
|
|
||||||
input: InputState::new(),
|
input: InputState::new(),
|
||||||
timer: GameTimer::new(60),
|
timer: GameTimer::new(60),
|
||||||
cam_aligned_size,
|
cam_aligned_size,
|
||||||
@@ -545,7 +542,6 @@ impl ApplicationHandler for MultiLightApp {
|
|||||||
render_pass.set_pipeline(&state.pipeline);
|
render_pass.set_pipeline(&state.pipeline);
|
||||||
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
||||||
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
||||||
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
|
|
||||||
|
|
||||||
// Draw 5 spheres (objects 0..4)
|
// Draw 5 spheres (objects 0..4)
|
||||||
render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..));
|
render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..));
|
||||||
|
|||||||
@@ -41,7 +41,6 @@ struct AppState {
|
|||||||
shadow_bind_group: wgpu::BindGroup,
|
shadow_bind_group: wgpu::BindGroup,
|
||||||
_shadow_map: ShadowMap,
|
_shadow_map: ShadowMap,
|
||||||
_ibl: IblResources,
|
_ibl: IblResources,
|
||||||
ibl_bind_group: wgpu::BindGroup,
|
|
||||||
input: InputState,
|
input: InputState,
|
||||||
timer: GameTimer,
|
timer: GameTimer,
|
||||||
cam_aligned_size: u32,
|
cam_aligned_size: u32,
|
||||||
@@ -175,8 +174,6 @@ impl ApplicationHandler for PbrDemoApp {
|
|||||||
|
|
||||||
// IBL resources
|
// IBL resources
|
||||||
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
||||||
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
|
|
||||||
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
|
|
||||||
|
|
||||||
// Material bind group
|
// Material bind group
|
||||||
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
@@ -212,6 +209,8 @@ impl ApplicationHandler for PbrDemoApp {
|
|||||||
&gpu.device,
|
&gpu.device,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&shadow_uniform_buffer,
|
&shadow_uniform_buffer,
|
||||||
|
&ibl.brdf_lut_view,
|
||||||
|
&ibl.brdf_lut_sampler,
|
||||||
);
|
);
|
||||||
|
|
||||||
// PBR pipeline
|
// PBR pipeline
|
||||||
@@ -222,7 +221,6 @@ impl ApplicationHandler for PbrDemoApp {
|
|||||||
&pbr_tex_layout,
|
&pbr_tex_layout,
|
||||||
&mat_layout,
|
&mat_layout,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&ibl_layout,
|
|
||||||
);
|
);
|
||||||
|
|
||||||
self.state = Some(AppState {
|
self.state = Some(AppState {
|
||||||
@@ -243,7 +241,6 @@ impl ApplicationHandler for PbrDemoApp {
|
|||||||
shadow_bind_group,
|
shadow_bind_group,
|
||||||
_shadow_map: shadow_map,
|
_shadow_map: shadow_map,
|
||||||
_ibl: ibl,
|
_ibl: ibl,
|
||||||
ibl_bind_group,
|
|
||||||
input: InputState::new(),
|
input: InputState::new(),
|
||||||
timer: GameTimer::new(60),
|
timer: GameTimer::new(60),
|
||||||
cam_aligned_size,
|
cam_aligned_size,
|
||||||
@@ -481,7 +478,6 @@ impl ApplicationHandler for PbrDemoApp {
|
|||||||
render_pass.set_pipeline(&state.pipeline);
|
render_pass.set_pipeline(&state.pipeline);
|
||||||
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
||||||
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
||||||
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
|
|
||||||
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
|
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
|
||||||
render_pass.set_index_buffer(
|
render_pass.set_index_buffer(
|
||||||
state.mesh.index_buffer.slice(..),
|
state.mesh.index_buffer.slice(..),
|
||||||
|
|||||||
@@ -48,7 +48,6 @@ struct AppState {
|
|||||||
shadow_pass_buffer: wgpu::Buffer,
|
shadow_pass_buffer: wgpu::Buffer,
|
||||||
shadow_pass_bind_group: wgpu::BindGroup,
|
shadow_pass_bind_group: wgpu::BindGroup,
|
||||||
_ibl: IblResources,
|
_ibl: IblResources,
|
||||||
ibl_bind_group: wgpu::BindGroup,
|
|
||||||
// Misc
|
// Misc
|
||||||
input: InputState,
|
input: InputState,
|
||||||
timer: GameTimer,
|
timer: GameTimer,
|
||||||
@@ -227,8 +226,6 @@ impl ApplicationHandler for ShadowDemoApp {
|
|||||||
|
|
||||||
// IBL resources
|
// IBL resources
|
||||||
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
let ibl = IblResources::new(&gpu.device, &gpu.queue);
|
||||||
let ibl_layout = IblResources::bind_group_layout(&gpu.device);
|
|
||||||
let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout);
|
|
||||||
|
|
||||||
// Material bind group
|
// Material bind group
|
||||||
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
@@ -263,6 +260,8 @@ impl ApplicationHandler for ShadowDemoApp {
|
|||||||
&gpu.device,
|
&gpu.device,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&shadow_uniform_buffer,
|
&shadow_uniform_buffer,
|
||||||
|
&ibl.brdf_lut_view,
|
||||||
|
&ibl.brdf_lut_sampler,
|
||||||
);
|
);
|
||||||
|
|
||||||
// Shadow pass dynamic UBO (one ShadowPassUniform per object)
|
// Shadow pass dynamic UBO (one ShadowPassUniform per object)
|
||||||
@@ -295,7 +294,6 @@ impl ApplicationHandler for ShadowDemoApp {
|
|||||||
&pbr_tex_layout,
|
&pbr_tex_layout,
|
||||||
&mat_layout,
|
&mat_layout,
|
||||||
&shadow_layout,
|
&shadow_layout,
|
||||||
&ibl_layout,
|
|
||||||
);
|
);
|
||||||
|
|
||||||
self.state = Some(AppState {
|
self.state = Some(AppState {
|
||||||
@@ -321,7 +319,6 @@ impl ApplicationHandler for ShadowDemoApp {
|
|||||||
shadow_pass_buffer,
|
shadow_pass_buffer,
|
||||||
shadow_pass_bind_group,
|
shadow_pass_bind_group,
|
||||||
_ibl: ibl,
|
_ibl: ibl,
|
||||||
ibl_bind_group,
|
|
||||||
input: InputState::new(),
|
input: InputState::new(),
|
||||||
timer: GameTimer::new(60),
|
timer: GameTimer::new(60),
|
||||||
cam_aligned_size,
|
cam_aligned_size,
|
||||||
@@ -584,7 +581,6 @@ impl ApplicationHandler for ShadowDemoApp {
|
|||||||
render_pass.set_pipeline(&state.pbr_pipeline);
|
render_pass.set_pipeline(&state.pbr_pipeline);
|
||||||
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]);
|
||||||
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
|
||||||
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
|
|
||||||
|
|
||||||
for i in 0..NUM_OBJECTS {
|
for i in 0..NUM_OBJECTS {
|
||||||
let cam_offset = (i as u32) * state.cam_aligned_size;
|
let cam_offset = (i as u32) * state.cam_aligned_size;
|
||||||
|
|||||||
Reference in New Issue
Block a user