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Fixing a Firefox Nightly issue in the rain pass.
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1
TODO.txt
1
TODO.txt
@@ -2,7 +2,6 @@ TODO:
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WebGPU
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WebGPU
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FF Nightly
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FF Nightly
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var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> contained the wrong values
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Bloom pass isn't working right
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Bloom pass isn't working right
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Try https://github.com/brendan-duncan/wgsl_reflect
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Try https://github.com/brendan-duncan/wgsl_reflect
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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@@ -7,7 +7,7 @@ document.addEventListener("touchmove", (e) => e.preventDefault(), {
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});
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});
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const supportsWebGPU = async () => {
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const supportsWebGPU = async () => {
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return window?.GPUQueue?.prototype?.copyExternalImageToTexture != null;
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return window.GPUQueue != null;
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};
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};
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document.body.onload = async () => {
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document.body.onload = async () => {
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@@ -285,10 +285,11 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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// Vertex shader
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// Vertex shader
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var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<f32>, NUM_VERTICES_PER_QUAD>(
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// Firefox Nightly (that is to say, Naga) currently has a bug that mixes up these values from ones in the uniforms.
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vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
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// var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<f32>, NUM_VERTICES_PER_QUAD>(
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vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0)
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// vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
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);
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// vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0)
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// );
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[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
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[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
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@@ -300,7 +301,8 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
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var i = i32(input.index);
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var i = i32(input.index);
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var quadIndex = i / NUM_VERTICES_PER_QUAD;
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var quadIndex = i / NUM_VERTICES_PER_QUAD;
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var quadCorner = quadCorners[i % NUM_VERTICES_PER_QUAD];
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// var quadCorner = quadCorners[i % NUM_VERTICES_PER_QUAD];
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var quadCorner = vec2<f32>(f32(i % 2), f32((i + 1) % 6 / 3));
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var quadPosition = vec2<f32>(
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var quadPosition = vec2<f32>(
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f32(quadIndex % i32(quadGridSize.x)),
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f32(quadIndex % i32(quadGridSize.x)),
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