WIP shadowmapping
This commit is contained in:
parent
2fdae1a23a
commit
ac67a3d4de
9 changed files with 270 additions and 122 deletions
17
res/shaders/depth.wgsl
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17
res/shaders/depth.wgsl
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@ -0,0 +1,17 @@
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#include globals.wgsl
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> @builtin(position) vec4<f32> {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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return camera.proj * camera.view * world_position;
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}
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51
res/shaders/globals.wgsl
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51
res/shaders/globals.wgsl
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@ -0,0 +1,51 @@
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// Vertex shader
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struct CameraUniform {
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view: mat4x4<f32>,
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proj: mat4x4<f32>,
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position: vec4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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struct Light {
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position: vec3<f32>,
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color: vec4<f32>,
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}
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@group(1) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) tangent: vec3<f32>,
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@location(4) bitangent: vec3<f32>,
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}
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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@location(9) normal_matrix_0: vec3<f32>,
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@location(10) normal_matrix_1: vec3<f32>,
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@location(11) normal_matrix_2: vec3<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) tangent_position: vec3<f32>,
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@location(2) tangent_light_position: vec3<f32>,
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@location(3) tangent_view_position: vec3<f32>,
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@location(4) world_position: vec3<f32>,
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@location(5) light_local_position: vec4<f32>,
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}
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// Fragment shader
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@group(1)@binding(1)
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var t_light_depth: texture_depth_2d;
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@group(1) @binding(2)
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var s_light_depth: sampler_comparison;
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@ -1,43 +1,26 @@
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// Vertex shader
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#include globals.wgsl
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struct Camera {
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view: mat4x4<f32>,
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proj: mat4x4<f32>,
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position: vec4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>,
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color: vec3<f32>,
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}
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@group(1) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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struct LightVertexInput {
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@location(0) position: vec3<f32>,
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};
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struct VertexOutput {
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struct LightVertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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model: LightVertexInput,
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) -> LightVertexOutput {
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let scale = 10.0;
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var out: VertexOutput;
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var out: LightVertexOutput;
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out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
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out.color = light.color;
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out.color = light.color.xyz;
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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@ -1,50 +1,9 @@
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#include constants.wgsl
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#include globals.wgsl
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#include brdf.wgsl
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// Vertex shader
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struct CameraUniform {
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view: mat4x4<f32>,
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proj: mat4x4<f32>,
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position: vec4<f32>,
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}
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@group(1) @binding(0)
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var<uniform> camera: CameraUniform;
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struct Light {
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position: vec3<f32>,
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color: vec4<f32>,
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}
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@group(2) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) tangent: vec3<f32>,
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@location(4) bitangent: vec3<f32>,
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}
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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@location(9) normal_matrix_0: vec3<f32>,
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@location(10) normal_matrix_1: vec3<f32>,
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@location(11) normal_matrix_2: vec3<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) tangent_position: vec3<f32>,
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@location(2) tangent_light_position: vec3<f32>,
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@location(3) tangent_view_position: vec3<f32>,
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@location(4) world_position: vec3<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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@ -81,25 +40,26 @@ fn vs_main(
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out.tangent_view_position = tangent_matrix * camera.position.xyz;
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out.world_position = world_position.xyz;
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out.light_local_position = camera.proj * camera.view * world_position;
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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@group(2) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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@group(2)@binding(1)
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var s_diffuse: sampler;
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@group(0)@binding(2)
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@group(2)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(0) @binding(3)
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@group(2) @binding(3)
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var s_normal: sampler;
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@group(0)@binding(4)
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@group(2)@binding(4)
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var t_roughness_metalness: texture_2d<f32>;
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@group(0) @binding(5)
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@group(2) @binding(5)
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var s_roughness_metalness: sampler;
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@fragment
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@ -109,7 +69,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
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let object_roughness_metalness: vec4<f32> = textureSample(
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t_roughness_metalness, s_roughness_metalness, in.tex_coords);
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// TODO: AO
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//let light_depth = textureSampleCompareLevel(t_light_depth, s_light_depth, in.light_local_position.xy, 1.0);
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let albedo = object_color.xyz;
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// TODO: pass factors to shader
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@ -7,17 +7,17 @@ pub struct Camera {
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pub position: cgmath::Point3<f32>,
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pub pitch: f32,
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pub yaw: f32,
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pub projection: Projection,
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pub projection: PerspectiveProjection,
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}
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pub struct Projection {
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pub struct PerspectiveProjection {
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pub aspect: f32,
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pub fovy: f32,
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pub znear: f32,
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pub zfar: f32,
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}
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impl Projection {
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impl PerspectiveProjection {
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pub fn resize(&mut self, width: u32, height: u32) {
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self.aspect = width as f32 / height as f32;
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}
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@ -27,6 +27,35 @@ impl Projection {
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}
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}
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pub struct OrthoProjection {
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pub left: f32,
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pub right: f32,
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pub bottom: f32,
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pub top: f32,
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pub znear: f32,
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pub zfar: f32,
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}
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impl OrthoProjection {
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pub fn resize(&mut self, width: u32, height: u32) {
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self.left = width as f32 * -0.5;
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self.right = width as f32 * 0.5;
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self.bottom = height as f32 * -0.5;
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self.top = height as f32 * 0.5;
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}
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pub fn get_matrix(&self) -> cgmath::Matrix4<f32> {
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cgmath::ortho(
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self.left,
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self.right,
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self.bottom,
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self.top,
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self.znear,
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self.zfar,
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)
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}
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}
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impl Camera {
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pub fn new(
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position: cgmath::Point3<f32>,
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position,
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pitch,
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yaw,
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projection: Projection {
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projection: PerspectiveProjection {
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aspect,
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fovy,
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znear: 0.1,
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@ -194,9 +194,9 @@ where
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.set_bind_group(0, &material.bind_group, &[]);
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self.set_bind_group(1, camera_bind_group, &[]);
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self.set_bind_group(2, light_bind_group, &[]);
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self.set_bind_group(0, camera_bind_group, &[]);
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self.set_bind_group(1, light_bind_group, &[]);
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self.set_bind_group(2, &material.bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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@ -14,17 +14,18 @@ impl RenderPass {
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bind_group_layouts: &[&BindGroupLayout],
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push_constant_ranges: &[PushConstantRange],
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shader_name: &str,
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color_format: TextureFormat,
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color_format: Option<TextureFormat>,
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depth_format: Option<TextureFormat>,
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vertex_layouts: &[VertexBufferLayout],
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label: &str,
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) -> Self {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Pipeline Layout"),
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label: Some((label.to_owned() + " pipeline Layout").as_str()),
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bind_group_layouts: bind_group_layouts,
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push_constant_ranges: push_constant_ranges,
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});
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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label: Some(shader_name),
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source: preprocess_wgsl(shader_name),
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};
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let pipeline = Self::create_render_pipeline(
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@ -34,6 +35,7 @@ impl RenderPass {
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depth_format,
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vertex_layouts,
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shader,
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label,
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);
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Self { pipeline }
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@ -42,33 +44,40 @@ impl RenderPass {
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fn create_render_pipeline(
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device: &wgpu::Device,
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layout: &wgpu::PipelineLayout,
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color_format: wgpu::TextureFormat,
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color_format: Option<wgpu::TextureFormat>,
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depth_format: Option<wgpu::TextureFormat>,
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vertex_layouts: &[wgpu::VertexBufferLayout],
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shader: wgpu::ShaderModuleDescriptor,
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label: &str,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(shader);
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let fragment_targets = &[Some(wgpu::ColorTargetState {
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format: color_format.unwrap_or(wgpu::TextureFormat::Bgra8Unorm),
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})];
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let fragment = match color_format {
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Some(..) => Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: fragment_targets,
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}),
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None => None,
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};
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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label: Some((label.to_owned() + " pipeline Layout").as_str()),
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: vertex_layouts,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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fragment: fragment,
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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|
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@ -34,6 +34,8 @@ pub struct State {
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light_buffer: wgpu::Buffer,
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light_debug_pass: RenderPass,
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light_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_texture: Texture,
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}
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impl State {
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@ -121,6 +123,19 @@ impl State {
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let camera_controller = CameraController::new(400.0, 2.0);
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let depth_texture = Texture::create_depth_texture(
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&device,
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&config,
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"depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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let light_depth_texture = Texture::create_depth_texture(
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&device,
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&config,
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"light_depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
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// We'll want to update our lights position, so we use COPY_DST
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@ -132,7 +147,8 @@ impl State {
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let light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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|
@ -141,17 +157,45 @@ impl State {
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min_binding_size: None,
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},
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count: None,
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}],
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label: None,
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},
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// depth
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Depth,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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},
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],
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label: Some("Light Bind Group Layout"),
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});
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let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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}],
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label: None,
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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},
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],
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label: Some("Light Bind Group"),
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});
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surface.configure(&device, &config);
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|
@ -244,20 +288,19 @@ impl State {
|
|||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
|
||||
|
||||
let geometry_pass = RenderPass::new(
|
||||
&device,
|
||||
&[
|
||||
&texture_bind_group_layout,
|
||||
&camera_bind_group_layout,
|
||||
&light_bind_group_layout,
|
||||
&texture_bind_group_layout,
|
||||
],
|
||||
&[],
|
||||
"pbr.wgsl",
|
||||
config.format,
|
||||
Some(config.format),
|
||||
Some(Texture::DEPTH_FORMAT),
|
||||
&[ModelVertex::desc(), InstanceRaw::desc()],
|
||||
"geometry pass",
|
||||
);
|
||||
|
||||
let light_debug_pass = RenderPass::new(
|
||||
|
@ -265,9 +308,25 @@ impl State {
|
|||
&[&camera_bind_group_layout, &light_bind_group_layout],
|
||||
&[],
|
||||
"light.wgsl",
|
||||
config.format,
|
||||
Some(config.format),
|
||||
Some(Texture::DEPTH_FORMAT),
|
||||
&[ModelVertex::desc()],
|
||||
"light debug pass",
|
||||
);
|
||||
|
||||
let light_depth_pass = RenderPass::new(
|
||||
&device,
|
||||
&[
|
||||
&camera_bind_group_layout,
|
||||
&light_bind_group_layout,
|
||||
&texture_bind_group_layout,
|
||||
],
|
||||
&[],
|
||||
"depth.wgsl",
|
||||
None,
|
||||
Some(Texture::DEPTH_FORMAT),
|
||||
&[ModelVertex::desc(), InstanceRaw::desc()],
|
||||
"light depth pass",
|
||||
);
|
||||
|
||||
Self {
|
||||
|
@ -291,6 +350,8 @@ impl State {
|
|||
light_buffer,
|
||||
light_debug_pass,
|
||||
light_bind_group,
|
||||
light_depth_pass,
|
||||
light_depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -303,8 +364,18 @@ impl State {
|
|||
self.camera
|
||||
.projection
|
||||
.resize(new_size.width, new_size.height);
|
||||
self.depth_texture =
|
||||
Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
|
||||
self.depth_texture = Texture::create_depth_texture(
|
||||
&self.device,
|
||||
&self.config,
|
||||
"depth_texture",
|
||||
Some(wgpu::CompareFunction::LessEqual),
|
||||
);
|
||||
self.light_depth_texture = Texture::create_depth_texture(
|
||||
&self.device,
|
||||
&self.config,
|
||||
"light_depth_texture",
|
||||
Some(wgpu::CompareFunction::LessEqual),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -351,6 +422,33 @@ impl State {
|
|||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
/*
|
||||
{
|
||||
let mut light_depth_render_pass =
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Light Depth Render Pass"),
|
||||
color_attachments: &[],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.light_depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
|
||||
light_depth_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
light_depth_render_pass.set_pipeline(&self.light_depth_pass.pipeline);
|
||||
light_depth_render_pass.draw_model_instanced(
|
||||
&self.model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.camera_bind_group, // TODO light projection
|
||||
&self.light_bind_group, // TODO remove
|
||||
);
|
||||
}
|
||||
*/
|
||||
|
||||
{
|
||||
let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Geometry Render Pass"),
|
||||
|
|
|
@ -13,6 +13,7 @@ impl Texture {
|
|||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
label: &str,
|
||||
compare: Option<wgpu::CompareFunction>,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width,
|
||||
|
@ -38,7 +39,7 @@ impl Texture {
|
|||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
compare,
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue