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@mate-h mate-h commented Dec 18, 2025

Objective

Solution

  • Kept native SSR unchanged by defining USE_DEPTH_SAMPLERS shader def on native
  • the pipeline still binds filtered depth samplers and uses textureSampleLevel on depth
  • added manual depth sampling in ssr/raymarch.wgsl via textureLoad with clamped bilinear and nearest helpers
  • This avoids the validation error previously happening on web (documented in the linked issue above)

Testing

  • Ran the ssr example on native and web using the bevy CLI
  • Ran the atmosphere example on native and web

Showcase

Atmosphere example running (fixed) using deferred rendering + SSR on web browser (chrome)

Screenshot 2025-12-18 at 3 26 21 PM

@mate-h mate-h added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen O-Web Specific to web (WASM) builds S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Dec 18, 2025
@mate-h mate-h added this to the 0.18 milestone Dec 18, 2025
@mate-h mate-h requested a review from atlv24 December 18, 2025 23:52
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Labels

A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior O-Web Specific to web (WASM) builds S-Needs-Review Needs reviewer attention (from anyone!) to move forward

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Atmosphere example broken on Webgpu

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