Remove params

It’s easier to just edit the shader
This commit is contained in:
numzero 2024-12-24 02:07:09 +03:00
parent 5d8a7e7a62
commit 001d7051ad
2 changed files with 0 additions and 13 deletions

View File

@ -22,7 +22,6 @@ pub struct Vertex {
pub struct Pipeline { pub struct Pipeline {
view_buf: wgpu::Buffer, view_buf: wgpu::Buffer,
params_buf: wgpu::Buffer, params_buf: wgpu::Buffer,
bindings: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline, pipeline: wgpu::RenderPipeline,
} }
@ -93,18 +92,9 @@ impl Pipeline {
multiview: None, multiview: None,
cache: None, cache: None,
}); });
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: params_buf.as_entire_binding(),
}],
});
Self { Self {
view_buf, view_buf,
params_buf, params_buf,
bindings,
pipeline, pipeline,
} }
} }
@ -120,7 +110,6 @@ impl Pipeline {
pub fn render(&self, pass: &mut wgpu::RenderPass) { pub fn render(&self, pass: &mut wgpu::RenderPass) {
pass.set_pipeline(&self.pipeline); pass.set_pipeline(&self.pipeline);
pass.set_vertex_buffer(0, self.view_buf.slice(..)); pass.set_vertex_buffer(0, self.view_buf.slice(..));
pass.set_bind_group(0, &self.bindings, &[]);
pass.draw(0..4, 0..1); pass.draw(0..4, 0..1);
} }
} }

View File

@ -15,8 +15,6 @@ struct Varying {
@builtin(position) screen: vec4f, @builtin(position) screen: vec4f,
} }
@group(0) @binding(0) var<uniform> params: Params;
@vertex @vertex
fn on_vertex(in: Vertex) -> Varying { fn on_vertex(in: Vertex) -> Varying {
return Varying(in.world, vec4(in.screen, 0.0, 1.0)); return Varying(in.world, vec4(in.screen, 0.0, 1.0));