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WebGPURenderer: PassNode + PostProcessing - WebGPUBackend #27537

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merged 4 commits into from Jan 17, 2024

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sunag
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@sunag sunag commented Jan 10, 2024

Description

HDR PostProcessing and Refraction example.

webgpu_backdrop_water

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Underwater

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@mrdoob
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mrdoob commented Jan 11, 2024

Looking good! ✨

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mrdoob commented Jan 11, 2024

By the way, Chrome Canary in Android already has WebGPU enabled.

However, for some reason, weed the example loads the camera seems to be zoomed in.

Screenshot_20240111-063255

But after tapping the screen the issue goes away.

Screenshot_20240111-063307

It may be something to do with lil-gui?

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sunag commented Jan 12, 2024

@mrdoob I was able to reproduce the problem, clicking on the menu (three vertical dots) -> Settings -> Accessibility I activated Force enable zoom.

Maybe it's not a bug, but a special browser setting?

WhatsApp Image 2024-01-12 at 16 55 29_3a18827b

@sunag sunag marked this pull request as ready for review January 15, 2024 18:15
@sunag sunag added this to the r161 milestone Jan 15, 2024
@sunag sunag changed the title WebGPURenderer: PassNode + PostProcessing WebGPURenderer: PassNode + PostProcessing - WebGPUBackend Jan 16, 2024
@sunag sunag merged commit 6a3efed into mrdoob:dev Jan 17, 2024
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sunag commented Jan 18, 2024

I didn't implement it in WebGLBackend, the example should work if copyFramebufferToTexture() uses the RenderTarget as a source if there is one.

/cc @RenaudRohlinger @aardgoose

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mrdoob commented Jan 23, 2024

@mrdoob I was able to reproduce the problem, clicking on the menu (three vertical dots) -> Settings -> Accessibility I activated Force enable zoom.

Maybe it's not a bug, but a special browser setting?

Hmm...

Screenshot_20240123-163539

These are my settings... 🤔

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2 participants