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Don't include compute in shadow push constant shader stages
(avoids panic on metal backend: https://gitlab.com/veloren/veloren/-/issues/1951)
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@ -234,7 +234,7 @@ impl PointShadowPipeline {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Point shadow pipeline layout"),
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push_constant_ranges: &[wgpu::PushConstantRange {
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stages: wgpu::ShaderStages::all(),
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stages: wgpu::ShaderStages::VERTEX_FRAGMENT,
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range: 0..64,
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}],
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bind_group_layouts: &[&global_layout.globals, &terrain_layout.locals],
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@ -658,7 +658,7 @@ impl<'frame> Drawer<'frame> {
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(0../*20*/1).for_each(|point_light| {
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render_pass.set_push_constants(
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wgpu::ShaderStages::all(),
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wgpu::ShaderStages::VERTEX_FRAGMENT,
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0,
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&data[(6 * (point_light + 1) * STRIDE + face as usize * STRIDE)
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..(6 * (point_light + 1) * STRIDE + (face + 1) as usize * STRIDE)],
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