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webgpu
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Description
I'm trying to port an existing application using GLSL to wgpu, so I have existing complex shaders I want to modify to be compatible. While trying to get them working, I have found that if the shader has (something which naga considers) a syntax error, wgpu will panic via .unwrap():
https://github.com/gfx-rs/wgpu/blob/326af60df8623e93b47a0de090e6cb449c8507f5/wgpu/src/bac
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Right now the compute rasterizer only supports a simple list of triangles. It would be a good exercise to add support for an index buffer to support more complex models without using too much memory. You'll need to:
- Create another buffer, similar to the vertex buffer, that holds indices into the vertex buffer, and send that to the compute shader
- Change how many times the compute dispatches
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See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26
Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7
Currently when we export specularGlossiness PBRMaterials via
_GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsyncWe combine albedo + glossiness textures into Base64 texture string, stripping all