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@@ -734,20 +734,20 @@ class WebGPURenderPipelines {
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// @TODO: This code is GLSL specific. We need to update when we switch to WGSL.
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// @TODO: This code is GLSL specific. We need to update when we switch to WGSL.
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- if ( type === 'float' ) return GPUVertexFormat.Float;
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- if ( type === 'vec2' ) return GPUVertexFormat.Float2;
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- if ( type === 'vec3' ) return GPUVertexFormat.Float3;
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- if ( type === 'vec4' ) return GPUVertexFormat.Float4;
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-
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- if ( type === 'int' ) return GPUVertexFormat.Int;
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- if ( type === 'ivec2' ) return GPUVertexFormat.Int2;
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- if ( type === 'ivec3' ) return GPUVertexFormat.Int3;
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- if ( type === 'ivec4' ) return GPUVertexFormat.Int4;
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-
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- if ( type === 'uint' ) return GPUVertexFormat.UInt;
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- if ( type === 'uvec2' ) return GPUVertexFormat.UInt2;
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- if ( type === 'uvec3' ) return GPUVertexFormat.UInt3;
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- if ( type === 'uvec4' ) return GPUVertexFormat.UInt4;
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+ if ( type === 'float' ) return GPUVertexFormat.Float32;
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+ if ( type === 'vec2' ) return GPUVertexFormat.Float32x2;
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+ if ( type === 'vec3' ) return GPUVertexFormat.Float32x3;
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+ if ( type === 'vec4' ) return GPUVertexFormat.Float32x4;
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+
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+ if ( type === 'int' ) return GPUVertexFormat.Sint32;
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+ if ( type === 'ivec2' ) return GPUVertexFormat.Sint32x2;
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+ if ( type === 'ivec3' ) return GPUVertexFormat.Sint32x3;
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+ if ( type === 'ivec4' ) return GPUVertexFormat.Sint32x4;
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+
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+ if ( type === 'uint' ) return GPUVertexFormat.Uint32;
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+ if ( type === 'uvec2' ) return GPUVertexFormat.Uint32x2;
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+ if ( type === 'uvec3' ) return GPUVertexFormat.Uint32x3;
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+ if ( type === 'uvec4' ) return GPUVertexFormat.Uint32x4;
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console.error( 'THREE.WebGPURenderer: Shader variable type not supported yet.', type );
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console.error( 'THREE.WebGPURenderer: Shader variable type not supported yet.', type );
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