Update to Naga rev 7aaac25f.

This commit is contained in:
Jim Blandy 2022-04-11 11:04:18 -07:00
parent 4cba5ffbed
commit a47b5c554f
6 changed files with 13 additions and 10 deletions

2
Cargo.lock generated
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@ -1032,7 +1032,7 @@ dependencies = [
[[package]]
name = "naga"
version = "0.8.0"
source = "git+https://github.com/gfx-rs/naga?rev=f90e563#f90e563c281cfc71c794e0426ebcced9e3999202"
source = "git+https://github.com/gfx-rs/naga?rev=7aaac25f#7aaac25fbf64c0f77f0e2deba2963293f3632dad"
dependencies = [
"bit-set",
"bitflags",

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@ -40,7 +40,7 @@ thiserror = "1"
[dependencies.naga]
git = "https://github.com/gfx-rs/naga"
rev = "f90e563"
rev = "7aaac25f"
#version = "0.8"
features = ["span", "validate", "wgsl-in"]

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@ -845,7 +845,10 @@ impl Interface {
sampling,
},
},
Some(&naga::Binding::BuiltIn(built_in)) => Varying::BuiltIn(built_in),
Some(&naga::Binding::BuiltIn {
built_in,
invariant: _,
}) => Varying::BuiltIn(built_in),
None => {
log::error!("Missing binding for a varying");
return;

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@ -91,14 +91,14 @@ js-sys = { version = "0.3" }
[dependencies.naga]
git = "https://github.com/gfx-rs/naga"
rev = "f90e563"
rev = "7aaac25f"
#version = "0.8"
# DEV dependencies
[dev-dependencies.naga]
git = "https://github.com/gfx-rs/naga"
rev = "f90e563"
rev = "7aaac25f"
#version = "0.8"
features = ["wgsl-in"]

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@ -139,20 +139,20 @@ env_logger = "0.9"
[dependencies.naga]
git = "https://github.com/gfx-rs/naga"
rev = "f90e563"
rev = "7aaac25f"
#version = "0.8"
optional = true
# used to test all the example shaders
[dev-dependencies.naga]
git = "https://github.com/gfx-rs/naga"
rev = "f90e563"
rev = "7aaac25f"
#version = "0.8"
features = ["wgsl-in"]
[target.'cfg(target_arch = "wasm32")'.dependencies.naga]
git = "https://github.com/gfx-rs/naga"
rev = "f90e563"
rev = "7aaac25f"
#version = "0.8"
features = ["wgsl-out"]

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@ -242,10 +242,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let terrain_depth = to_linear_depth(textureSample(terrain_depth_tex, depth_sampler, normalized_coords).r);
let dist = terrain_depth - pixel_depth;
let clamped = pow(smoothStep(0.0, 1.5, dist), 4.8);
let clamped = pow(smoothstep(0.0, 1.5, dist), 4.8);
let final_colour = in.f_Light + reflection_colour;
let t = smoothStep(1.0, 5.0, dist) * 0.2; //TODO: splat for mix()?
let t = smoothstep(1.0, 5.0, dist) * 0.2; //TODO: splat for mix()?
let depth_colour = mix(final_colour, water_colour, vec3<f32>(t, t, t));
return vec4<f32>(depth_colour, clamped * (1.0 - in.f_Fresnel));