robtfm
robtfm
further to the above, the struct depth limitation for entry point IO comes from the [WGSL spec](https://www.w3.org/TR/WGSL/#:~:text=with%20user%2Ddefined-,IO%20cannot%20be%20nested,-.%0A%20%20b%3A). i've tried briefly to extend the naga internals to accept nested structs but...
> ```rust > prepare_previous_view_projection_uniforms > ``` pretty sure that won't be needed for the pipeline plugin (which is just for shadows) without the actual prepass plugin as well
(sorry my vscode got overexcited, i'm still going through)
@superdump regarding the non-srgb texture, perhaps we could add a loader that looks for a `.linear.jpg` extension and treats it as non-srgb?
- added uint shader def variant - added shader defs to modules (so we can link MAX_DIRECTIONAL_LIGHTS to mesh_view_bindings.wgsl, anything which imports the wgsl will get the def) - added...
the syntax as it stands is just a small extension of the existing syntax for imports. but given that it will already require users to refactor, it might be nice...
> My main feedback is that I'm not sure I agree with shader overriding, however. On one hand, it's very powerful for the user. On the other hand, lots of...
- rebased - bumped naga_oil version - updated the new examples (fog, prepass) - used the static preprocessor from naga_oil to avoid duplicating regexes, reworked asset path (`#import "my_shader.wgsl"`) handling...
note: the recently added `#else if` shader def variant hasn't been added to naga_oil yet, so this would remove that feature for now
there seems to be general consensus that overrides are questionable at best. when i get a bit of time (and probably once 0.10.1 is settled so that it will get...