feat(renderer): integrate shadow map sampling with 3x3 PCF into PBR shader

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-24 21:03:31 +09:00
parent b5a6159526
commit 8f962368e9
3 changed files with 59 additions and 3 deletions

View File

@@ -7,6 +7,7 @@ pub fn create_pbr_pipeline(
camera_light_layout: &wgpu::BindGroupLayout,
texture_layout: &wgpu::BindGroupLayout,
material_layout: &wgpu::BindGroupLayout,
shadow_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("PBR Shader"),
@@ -15,7 +16,7 @@ pub fn create_pbr_pipeline(
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("PBR Pipeline Layout"),
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout],
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout],
immediate_size: 0,
});