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# Objective Fixes #13097 and other issues preventing the motion blur example from working on wasm ## Solution - Use a vec2 for padding - Fix error initializing the `MotionBlur` struct on wasm+webgl2 - Disable MSAA on wasm+webgl2 - Fix `GlobalsUniform` padding getting added on the shader side for webgpu builds ## Notes The motion blur example now runs, but with artifacts. In addition to the obvious black artifacts, the motion blur or dithering seem to just look worse in a way I can't really describe. That may be expected. ``` AdapterInfo { name: "ANGLE (Apple, ANGLE Metal Renderer: Apple M1 Max, Unspecified Version)", vendor: 4203, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Gl } ``` <img width="1276" alt="Screenshot 2024-04-25 at 6 51 21 AM" src="https://github.com/bevyengine/bevy/assets/200550/65401d4f-92fe-454b-9dbc-a2d89d3ad963"> |
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