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# Objective Fixes #7373 ## Solution Use only one sampler instead of an array of samplers.
17 lines
593 B
WebGPU Shading Language
17 lines
593 B
WebGPU Shading Language
@group(1) @binding(0)
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var textures: binding_array<texture_2d<f32>>;
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@group(1) @binding(1)
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var nearest_sampler: sampler;
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// We can also have array of samplers
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// var samplers: binding_array<sampler>;
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@fragment
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fn fragment(
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#import bevy_pbr::mesh_vertex_output
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) -> @location(0) vec4<f32> {
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// Select the texture to sample from using non-uniform uv coordinates
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let coords = clamp(vec2<u32>(uv * 4.0), vec2<u32>(0u), vec2<u32>(3u));
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let index = coords.y * 4u + coords.x;
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let inner_uv = fract(uv * 4.0);
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return textureSample(textures[index], nearest_sampler, inner_uv);
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}
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