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Fixed many issues #2

Merged
merged 12 commits into from
Dec 2, 2023
Merged

Fixed many issues #2

merged 12 commits into from
Dec 2, 2023

Commits on Dec 1, 2023

  1. Ditched glslify for a simpler approach

    glsl modules now just work by simple copy of the source code, which enables to ditch struct uniforms, which will be necessary for WebGPU
    BarthPaleologue committed Dec 1, 2023
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  4. Disabled uniform analysis on some shaders

    See https://forum.babylonjs.com/t/texture-sampler-and-non-uniform-control-flow/46084/2 for discussion and solution.
    
    TLDR: advanced shaders need non uniform control flow for textures samplers and added a comment at the top of the glsl disable the checks
    BarthPaleologue committed Dec 1, 2023
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  5. Fixed uniforms arrays

    Setting each element by string made WebGPU crash. By using the setFloatArray method, we can achieve the expected behavior without crashing WebGPU
    BarthPaleologue committed Dec 1, 2023
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  6. Prevented shader code side effect

    Shader code will be added to the store only when an object requiring it is created.
    
    This will ease the debug process and makes the code cleaner.
    BarthPaleologue committed Dec 1, 2023
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  7. Fixed LUT warning

    To understand, refer to this discussion: https://forum.babylonjs.com/t/webgl-warning-when-binding-procedural-texture-to-postprocess/46047
    
    On chromium browsers, in some rare cases, the procedural textures would be binded before they were rendered, causing undefined behavior.
    BarthPaleologue committed Dec 1, 2023
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Commits on Dec 2, 2023

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  2. Delayed postprocess creation

    Creating them before updating the positions would create associated procedural textures. They render the scene to init themselves, so we don't want the update code  to run before the bodies are well positioned
    BarthPaleologue committed Dec 2, 2023
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