SMG
SMG
It looks like the specific example you linked could be covered by pasting the contents of `other.wgsl` into `main.wgsl` and then generating Rust bindings for that using `create_shader_module_embedded`. Checking the...
Can you be more specific about the project you're working on? Someone mentioned above how they were having trouble with chaining operations for a computer vision workflow, for example. Does...
> `shared.wgsl` just has a struct and a bind group > > I'm just trying to set a bind group that is shared by all shaders in a render pass...
I've been thinking through how this would work in the simple case without any naming conflicts across modules. If we take a list of referenced modules as in your example,...
It doesn't look like it's feasible to use naga_oil at the moment without relying on internal implementation details related to module path name mangling. I reran my test code on...
The latest version has improved features, so this is probably worth including.
This would require checking the decompiled shaders to see if there is a specific attribute or uniform parameter used for effect lighting. The shader labels themselves are just strings. I...
This should be a lot easier with the dump of annotated decompiled shaders. You should be able to just diff the vertex or fragment shaders for the two shader labels...
It looks like `SFX_PBS_0000000000004100_VS` doesn't have the `PerFrame` buffer. The only missing parameters that are actually used in `SFX_PBS_0000000000000100_VS` are `PerFrame_effect_light_param0` , `PerFrame_effect_light_param1`, and `PerFrame_effect_light_param2`. This is probably a decent...
We can generate different bind group initialization code for each entry point in theory. I'm not sure how easily that can be done in practice. This may also become more...