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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior
Description
Bevy version
a3baf2a (very recent main)
What you did
I did #import bevy_pbr::utils in my own plugin's shader.
I want to use that for things such as PI, random1D, and coords_to_viewport_uv, which can be useful to anyone.
What went wrong
error: no definition in scope for identifier: 'normal_prepass_texture'
┌─ wgsl:44:37
│
44 │ let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), 0);
│ ^^^^^^^^^^^^^^^^^^^^^^ unknown identifier
Additional information
theories about what might be going wrong
It's assumed that mesh_view_bindings.wgsl is imported.
That file defines normal_prepass_texture. But I can't just import that shader because it defines lots of bindings which I'm not using.
workarounds that you used
I can just copy-paste the stuff in utils.wgsl into my own shaders.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior