feat(renderer): integrate shadow map sampling with 3x3 PCF into PBR shader
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -7,6 +7,7 @@ pub fn create_pbr_pipeline(
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camera_light_layout: &wgpu::BindGroupLayout,
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texture_layout: &wgpu::BindGroupLayout,
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material_layout: &wgpu::BindGroupLayout,
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shadow_layout: &wgpu::BindGroupLayout,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("PBR Shader"),
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@@ -15,7 +16,7 @@ pub fn create_pbr_pipeline(
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("PBR Pipeline Layout"),
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bind_group_layouts: &[camera_light_layout, texture_layout, material_layout],
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bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout],
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immediate_size: 0,
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});
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