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# Objective Fixes #6952 ## Solution - Request WGPU capabilities `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, `SAMPLER_NON_UNIFORM_INDEXING` and `UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING` when corresponding features are enabled. - Add an example (`shaders/texture_binding_array`) illustrating (and testing) the use of non-uniform indexed textures and samplers. ![image](https://user-images.githubusercontent.com/16053640/209448310-defa4eae-6bcb-460d-9b3d-a3d2fad4316c.png) ## Changelog - Added new capabilities for shader validation. - Added example `shaders/texture_binding_array`. |
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.. | ||
animate_shader.wgsl | ||
array_texture.wgsl | ||
cubemap_unlit.wgsl | ||
custom_material.frag | ||
custom_material.vert | ||
custom_material.wgsl | ||
custom_material_chromatic_aberration.wgsl | ||
custom_material_screenspace_texture.wgsl | ||
custom_vertex_attribute.wgsl | ||
game_of_life.wgsl | ||
instancing.wgsl | ||
line_material.wgsl | ||
shader_defs.wgsl | ||
show_prepass.wgsl | ||
texture_binding_array.wgsl |