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Fixing the names of shaders in the passes. The loadShader utility function now returns the code and the module, since I'm hoping to parse uniform buffer layouts from the code.
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@@ -42,7 +42,8 @@ Bind groups let you bind a bunch of resources at once
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Render bundles let you reissue commands
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You can only use up to FOUR bind groups on your laptop's device!
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Here's an annoying gotcha: uniform buffers are like classic UBOs, and have esoteric ("std140") layout requirements!
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Here's an annoying gotcha: uniform buffers have layout requirements listed in the WGSL spec
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https://gpuweb.github.io/gpuweb/wgsl/#structure-layout-rules
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Texture lookup in vertex shader
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You can only sample textures in fragment stages
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