diff --git a/voxygen/src/render/pipelines/figure.rs b/voxygen/src/render/pipelines/figure.rs index 9b6690f63f..b507117644 100644 --- a/voxygen/src/render/pipelines/figure.rs +++ b/voxygen/src/render/pipelines/figure.rs @@ -46,21 +46,6 @@ impl Locals { flags, } } - - fn layout(device: &wgpu::Device) -> wgpu::BindGroupLayout { - device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: None, - entries: &[wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::UniformBuffer { - dynamic: false, - min_binding_size: None, - }, - count: None, - }], - }) - } } impl Default for Locals { @@ -127,21 +112,38 @@ pub type BoneMeshes = (Mesh, anim::vek::Aabb); pub struct FigureLayout { pub locals: wgpu::BindGroupLayout, - pub bone_data: wgpu::BindGroupLayout, - pub col_lights: wgpu::BindGroupLayout, } impl FigureLayout { pub fn new(device: &wgpu::Device) -> Self { Self { - locals: Locals::layout(device), - bone_data: BoneData::layout(device), - col_lights: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[ + // locals wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, + count: None, + }, + // bone data + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, + count: None, + }, + // col lights + wgpu::BindGroupLayoutEntry { + binding: 2, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, dimension: wgpu::TextureViewDimension::D2, @@ -150,7 +152,7 @@ impl FigureLayout { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 3, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, @@ -179,17 +181,7 @@ impl FigurePipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Figure pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[ - &global_layout.globals, - &global_layout.alt_horizon, - &global_layout.light, - &global_layout.shadow, - &global_layout.shadow_maps, - &global_layout.light_shadows, - &layout.locals, - &layout.bone_data, - &layout.col_lights, - ], + bind_group_layouts: &[&global_layout.globals, &layout.locals], }); let samples = match aa_mode { diff --git a/voxygen/src/render/pipelines/fluid.rs b/voxygen/src/render/pipelines/fluid.rs index 37180d2b84..78b528dc38 100644 --- a/voxygen/src/render/pipelines/fluid.rs +++ b/voxygen/src/render/pipelines/fluid.rs @@ -95,15 +95,7 @@ impl FluidPipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Fluid pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[ - &global_layout.globals, - &global_layout.alt_horizon, - &global_layout.light, - &global_layout.shadow, - &global_layout.shadow_maps, - &global_layout.light_shadows, - &layout.waves, - ], + bind_group_layouts: &[&global_layout.globals, &layout.waves], }); let samples = match aa_mode { diff --git a/voxygen/src/render/pipelines/lod_terrain.rs b/voxygen/src/render/pipelines/lod_terrain.rs index 4dd721c56e..b4ed18e57b 100644 --- a/voxygen/src/render/pipelines/lod_terrain.rs +++ b/voxygen/src/render/pipelines/lod_terrain.rs @@ -159,11 +159,7 @@ impl LodTerrainPipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Lod terrain pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[ - &global_layout.globals, - &global_layout.alt_horizon, - &global_layout.lod_map, - ], + bind_group_layouts: &[&global_layout.globals], }); let samples = match aa_mode { diff --git a/voxygen/src/render/pipelines/mod.rs b/voxygen/src/render/pipelines/mod.rs index 39cfeb3768..40b60b8803 100644 --- a/voxygen/src/render/pipelines/mod.rs +++ b/voxygen/src/render/pipelines/mod.rs @@ -227,12 +227,6 @@ pub struct GlobalModel { pub struct GlobalsLayouts { pub globals: wgpu::BindGroupLayout, - pub light: wgpu::BindGroupLayout, - pub shadow: wgpu::BindGroupLayout, - pub alt_horizon: wgpu::BindGroupLayout, - pub shadow_maps: wgpu::BindGroupLayout, - pub light_shadows: wgpu::BindGroupLayout, - pub lod_map: wgpu::BindGroupLayout, } impl GlobalsLayouts { @@ -240,6 +234,7 @@ impl GlobalsLayouts { let globals = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("Globals layout"), entries: &[ + // Global uniform wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, @@ -249,6 +244,7 @@ impl GlobalsLayouts { }, count: None, }, + // Noise tex wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, @@ -265,76 +261,29 @@ impl GlobalsLayouts { ty: wgpu::BindingType::Sampler { comparison: false }, count: None, }, - ], - }); - let light = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("Light layout"), - entries: &[wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::UniformBuffer { - dynamic: false, - min_binding_size: None, - }, - count: None, - }], - }); - let shadow = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("Shadow layout"), - entries: &[wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::UniformBuffer { - dynamic: false, - min_binding_size: None, - }, - count: None, - }], - }); - - let alt_horizon = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("alt/horizon layout"), - entries: &[ - wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::SampledTexture { - component_type: wgpu::TextureComponentType::Float, - dimension: wgpu::TextureViewDimension::D2, - multisampled: false, - }, - count: None, - }, - wgpu::BindGroupLayoutEntry { - binding: 1, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::Sampler { comparison: false }, - count: None, - }, - wgpu::BindGroupLayoutEntry { - binding: 2, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::SampledTexture { - component_type: wgpu::TextureComponentType::Float, - dimension: wgpu::TextureViewDimension::D2, - multisampled: false, - }, - count: None, - }, + // Light uniform wgpu::BindGroupLayoutEntry { binding: 3, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::Sampler { comparison: false }, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, count: None, }, - ], - }); - - let shadow_maps = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("Shadow maps layout"), - entries: &[ + // Shadow uniform wgpu::BindGroupLayoutEntry { - binding: 0, + binding: 4, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, + count: None, + }, + // Alt texture + wgpu::BindGroupLayoutEntry { + binding: 5, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, @@ -344,19 +293,14 @@ impl GlobalsLayouts { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 6, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, }, - ], - }); - - let light_shadows = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("Light shadows layout"), - entries: &[ + // Horizon texture wgpu::BindGroupLayoutEntry { - binding: 0, + binding: 7, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, @@ -366,13 +310,14 @@ impl GlobalsLayouts { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 8, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, }, + // light shadows wgpu::BindGroupLayoutEntry { - binding: 2, + binding: 9, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, @@ -382,19 +327,14 @@ impl GlobalsLayouts { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 3, + binding: 10, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, }, - ], - }); - - let lod_map = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: Some("Lod layout"), - entries: &[ + // point shadow_maps wgpu::BindGroupLayoutEntry { - binding: 0, + binding: 11, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, @@ -404,7 +344,41 @@ impl GlobalsLayouts { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 12, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::Sampler { comparison: false }, + count: None, + }, + // directed shadow maps + wgpu::BindGroupLayoutEntry { + binding: 13, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::SampledTexture { + component_type: wgpu::TextureComponentType::Float, + dimension: wgpu::TextureViewDimension::D2, + multisampled: false, + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 14, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::Sampler { comparison: false }, + count: None, + }, + // lod map (t_map) + wgpu::BindGroupLayoutEntry { + binding: 15, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::SampledTexture { + component_type: wgpu::TextureComponentType::Float, + dimension: wgpu::TextureViewDimension::D2, + multisampled: false, + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 16, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, @@ -412,14 +386,6 @@ impl GlobalsLayouts { ], }); - Self { - globals, - light, - shadow, - alt_horizon, - shadow_maps, - light_shadows, - lod_map, - } + Self { globals } } } diff --git a/voxygen/src/render/pipelines/particle.rs b/voxygen/src/render/pipelines/particle.rs index b81c7f2892..1c3e5a0a75 100644 --- a/voxygen/src/render/pipelines/particle.rs +++ b/voxygen/src/render/pipelines/particle.rs @@ -169,14 +169,7 @@ impl ParticlePipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Particle pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[ - &global_layout.globals, - &global_layout.alt_horizon, - &global_layout.light, - &global_layout.shadow, - &global_layout.shadow_maps, - &global_layout.light_shadows, - ], + bind_group_layouts: &[&global_layout.globals], }); let samples = match aa_mode { diff --git a/voxygen/src/render/pipelines/shadow.rs b/voxygen/src/render/pipelines/shadow.rs index 42dcf6fb82..54af906731 100644 --- a/voxygen/src/render/pipelines/shadow.rs +++ b/voxygen/src/render/pipelines/shadow.rs @@ -1,5 +1,6 @@ use super::super::{ - AaMode, ColLightInfo, FigureLayout, GlobalsLayouts, Renderer, TerrainVertex, Texture, + AaMode, ColLightInfo, FigureLayout, GlobalsLayouts, Renderer, TerrainLayout, TerrainVertex, + Texture, }; use vek::*; use zerocopy::AsBytes; @@ -99,7 +100,8 @@ impl ShadowFigurePipeline { fs_module: &wgpu::ShaderModule, sc_desc: &wgpu::SwapChainDescriptor, global_layout: &GlobalsLayouts, - layout: &FigureLayout, + figure_layout: &FigureLayout, + layout: &ShadowLayout, aa_mode: AaMode, ) -> Self { let render_pipeline_layout = @@ -108,8 +110,8 @@ impl ShadowFigurePipeline { push_constant_ranges: &[], bind_group_layouts: &[ &global_layout.globals, - &global_layout.light_shadows, - &layout.waves, + &figure_layout.locals, + &layout.locals, ], }); @@ -180,6 +182,7 @@ impl ShadowPipeline { fs_module: &wgpu::ShaderModule, sc_desc: &wgpu::SwapChainDescriptor, global_layout: &GlobalsLayouts, + terrain_layout: &TerrainLayout, layout: &ShadowLayout, aa_mode: AaMode, ) -> Self { @@ -189,7 +192,7 @@ impl ShadowPipeline { push_constant_ranges: &[], bind_group_layouts: &[ &global_layout.globals, - &global_layout.light_shadows, + &terrain_layout.locals, &layout.locals, ], }); diff --git a/voxygen/src/render/pipelines/skybox.rs b/voxygen/src/render/pipelines/skybox.rs index a3c4ce42a0..1799939f85 100644 --- a/voxygen/src/render/pipelines/skybox.rs +++ b/voxygen/src/render/pipelines/skybox.rs @@ -39,7 +39,7 @@ impl SkyboxPipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Skybox pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[&layouts.globals, &layouts.alt_horizon], + bind_group_layouts: &[&layouts.globals], }); let samples = match aa_mode { diff --git a/voxygen/src/render/pipelines/sprite.rs b/voxygen/src/render/pipelines/sprite.rs index ebf283a27c..33b7bd4a5e 100644 --- a/voxygen/src/render/pipelines/sprite.rs +++ b/voxygen/src/render/pipelines/sprite.rs @@ -163,19 +163,28 @@ impl Locals { pub struct SpriteLayout { pub locals: wgpu::BindGroupLayout, - pub col_lights: wgpu::BindGroupLayout, } impl SpriteLayout { pub fn new(device: &wgpu::Device) -> Self { Self { - locals: Locals::layout(device), - col_lights: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[ + // locals wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, + count: None, + }, + // col lights + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, dimension: wgpu::TextureViewDimension::D2, @@ -184,7 +193,7 @@ impl SpriteLayout { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 2, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, @@ -216,14 +225,8 @@ impl SpritePipeline { push_constant_ranges: &[], bind_group_layouts: &[ &global_layout.globals, - &global_layout.alt_horizon, - &global_layout.light, - &global_layout.shadow, - &global_layout.shadow_maps, - &global_layout.light_shadows, - &layout.col_lights, - &layout.locals, &terrain_layout.locals, + &layout.locals, ], }); diff --git a/voxygen/src/render/pipelines/terrain.rs b/voxygen/src/render/pipelines/terrain.rs index 26d7f50203..1cbd574ad7 100644 --- a/voxygen/src/render/pipelines/terrain.rs +++ b/voxygen/src/render/pipelines/terrain.rs @@ -127,38 +127,32 @@ impl Locals { atlas_offs: [0; 4], } } - - fn layout(device: &wgpu::Device) -> wgpu::BindGroupLayout { - device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: None, - entries: &[wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::UniformBuffer { - dynamic: false, - min_binding_size: None, - }, - count: None, - }], - }) - } } pub struct TerrainLayout { pub locals: wgpu::BindGroupLayout, - pub col_lights: wgpu::BindGroupLayout, } impl TerrainLayout { pub fn new(device: &wgpu::Device) -> Self { Self { - locals: Locals::layout(device), - col_lights: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[ + // locals wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, + count: None, + }, + // col lights + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, dimension: wgpu::TextureViewDimension::D2, @@ -167,7 +161,7 @@ impl TerrainLayout { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 2, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, @@ -196,16 +190,7 @@ impl TerrainPipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Terrain pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[ - &global_layout.globals, - &global_layout.alt_horizon, - &global_layout.light, - &global_layout.shadow, - &global_layout.shadow_maps, - &global_layout.light_shadows, - &layout.locals, - &layout.col_lights, - ], + bind_group_layouts: &[&global_layout.globals, &layout.locals], }); let samples = match aa_mode { diff --git a/voxygen/src/render/pipelines/ui.rs b/voxygen/src/render/pipelines/ui.rs index 57e475a609..3749f5fd12 100644 --- a/voxygen/src/render/pipelines/ui.rs +++ b/voxygen/src/render/pipelines/ui.rs @@ -29,23 +29,6 @@ pub struct Locals { pos: [f32; 4], } -impl Locals { - fn layout(device: &wgpu::Device) -> wgpu::BindGroupLayout { - device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { - label: None, - entries: &[wgpu::BindGroupLayoutEntry { - binding: 0, - visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - ty: wgpu::BindingType::UniformBuffer { - dynamic: false, - min_binding_size: None, - }, - count: None, - }], - }) - } -} - impl From> for Locals { fn from(pos: Vec4) -> Self { Self { @@ -97,19 +80,28 @@ impl Mode { pub struct UILayout { pub locals: wgpu::BindGroupLayout, - pub tex: wgpu::BindGroupLayout, } impl UILayout { pub fn new(device: &wgpu::Device) -> Self { Self { - locals: Locals::layout(device), - tex: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, entries: &[ + // locals wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, + ty: wgpu::BindingType::UniformBuffer { + dynamic: false, + min_binding_size: None, + }, + count: None, + }, + // texture + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, dimension: wgpu::TextureViewDimension::D2, @@ -118,7 +110,7 @@ impl UILayout { count: None, }, wgpu::BindGroupLayoutEntry { - binding: 1, + binding: 2, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler { comparison: false }, count: None, @@ -147,7 +139,7 @@ impl UIPipeline { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("UI pipeline layout"), push_constant_ranges: &[], - bind_group_layouts: &[&global_layout.globals, &layout.locals, &layout.tex], + bind_group_layouts: &[&global_layout.globals, &layout.locals], }); let samples = match aa_mode { diff --git a/voxygen/src/render/renderer.rs b/voxygen/src/render/renderer.rs index 84e6fda19f..6d6a591256 100644 --- a/voxygen/src/render/renderer.rs +++ b/voxygen/src/render/renderer.rs @@ -1649,7 +1649,7 @@ impl Renderer { // // NOTE: It would be nice if this wasn't needed and we could use // a constant buffer // offset into the sprite data. Hopefully, // when we switch to wgpu we can do this, // as it offers the - // exact API we want (the equivalent can be done in OpenGL using + // exact API we want (the equivalent can be done in OpenGL using // // glBindBufferOffset). locals: locals.buf.clone(), // globals: global.globals.buf.clone(), // lights: global.lights.buf.clone(), @@ -1818,7 +1818,7 @@ impl Renderer { // color_sampler: (self.tgt_color_res.clone(), // self.sampler.clone()), depth_sampler: // (self.tgt_depth_res.clone(), self.sampler.clone()), noise: - // (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()), + // (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()), // tgt_color: self.tgt_color_pp_view.clone(), }, // ) // } @@ -1849,7 +1849,7 @@ impl Renderer { // color_sampler: (self.tgt_color_res_pp.clone(), // self.sampler.clone()), depth_sampler: // (self.tgt_depth_res.clone(), self.sampler.clone()), noise: - // (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()), + // (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()), // tgt_color: self.win_color_view.clone(), }, // ) // }