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authorskal <pascal.massimino@gmail.com>2026-02-10 00:31:45 +0100
committerskal <pascal.massimino@gmail.com>2026-02-10 00:31:45 +0100
commitfa7b8401cc667daaeefaf209ab5b6792dd958a3d (patch)
treee58172b91d192a514ac5dc33b7d85e2d272c012c /tools/shader_editor/index.html
parentadbf0ba796c0d0706637936c9474a98947ee1114 (diff)
fix: Reference texture/sampler in default shader for bind group layout
WebGPU auto layout requires all bindings to be used in shader. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'tools/shader_editor/index.html')
-rw-r--r--tools/shader_editor/index.html6
1 files changed, 5 insertions, 1 deletions
diff --git a/tools/shader_editor/index.html b/tools/shader_editor/index.html
index 269a752..6a1f1a2 100644
--- a/tools/shader_editor/index.html
+++ b/tools/shader_editor/index.html
@@ -474,7 +474,11 @@ struct CommonUniforms {
let glow = 0.02 / (abs(d) + 0.02);
let col = bg + vec3<f32>(circle) * vec3<f32>(0.8, 0.4, 0.9) + glow * 0.1 * vec3<f32>(0.6, 0.3, 0.8);
- return vec4<f32>(col * uniforms.audio_intensity, 1.0);
+
+ // Sample base texture (unused but required for bind group layout)
+ let base = textureSample(txt, smplr, p.xy / uniforms.resolution);
+
+ return vec4<f32>(col * uniforms.audio_intensity + base.rgb * 0.0, 1.0);
}`;
}