The new "shader stage reflection" currently requires a hack to enable automatic PassNode camera binding
Open
A-Rendering
C-Feature
C-Usability
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 4d 8m
- Merged PRs (30d)
- 147
Description
The main issue here is that there are now multiple wgpu "bindings" for cameras because they might be VERTEX | FRAGMENT, just VERTEX, or just FRAGMENT.
This problem will likely pop up in other places too. We need to establish a pattern / method for this use case. The current approach relies on creating bindings ahead of time, before we know the stages a binding will be used in.
Contributor guide
Assessment
This issue has not been assessed yet.