sunag

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> Also, viewportTopLeft is not the top-left of the viewport. It is the fragment coordinate normalized by some quantity -- likely by the width of the frame buffer. Perhaps the...

All should be treated as logical pixel units with the exception of `viewportUV`. 1. `viewport`: logical pixel units - the renderer's viewport is always in logical units 2. `viewportResolution`: logical...

1. `xyzw` -- relative to the top-left is great 2. Renaming `viewportResolution` -> `viewportSize`. I think it's good too, closer to what we use in the three.js API 3. `viewportCoordinate`...

> Agree on which convention to use: WebGL or WebGPU. I can fix the convention in Nodes but that would not solve the use of the API in the Renderer...

I think this has already been implemented with `material.vertexNode`? It is possible to use a custom MVP as in the example below. https://github.com/mrdoob/three.js/blob/4116f8428173c4834a345efa2afa93c169c178ad/src/renderers/common/Background.js#L63-L74

Would it be complicated to have an example using these features in this PR?

@cmhhelgeson Looks great! I will review and merge it soon, thanks

I think the code below can work for a `tslFn()` using as your example? ```js export const workgroupBarrier = () => expression( 'workgroupBarrier()' ).append(); ```

Sometimes it is necessary to update the build to take the screenshot.

> I'm also not sure yet if we want to use the same masking approach as before. The design maybe needs to be revisited. I agree. There are several ways...