From d2061b535bb1322671cfb4cdb2e6eff4824528bf Mon Sep 17 00:00:00 2001 From: Martin Valigursky Date: Wed, 25 Mar 2026 09:57:53 +0000 Subject: [PATCH] fix: use unfilterable-float sample type for RGBA32F textures in node culling shader iOS doesn't support the float32-filterable WebGPU feature, so RGBA32F textures must use unfilterable-float in the bind group layout. Use the engine's custom 'uff' type annotation which produces the correct bind group layout while emitting valid texture_2d WGSL. Made-with: Cursor --- .../shader-lib/wgsl/chunks/gsplat/frag/gsplatNodeCulling.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/scene/shader-lib/wgsl/chunks/gsplat/frag/gsplatNodeCulling.js b/src/scene/shader-lib/wgsl/chunks/gsplat/frag/gsplatNodeCulling.js index 00fc4498c23..bbd4d9f91f7 100644 --- a/src/scene/shader-lib/wgsl/chunks/gsplat/frag/gsplatNodeCulling.js +++ b/src/scene/shader-lib/wgsl/chunks/gsplat/frag/gsplatNodeCulling.js @@ -3,9 +3,9 @@ // (bit b = 1 means sphere baseIndex+b is visible). The visibility texture is // 32x smaller than the bounds texture. export default /* wgsl */` -var boundsSphereTexture: texture_2d; +var boundsSphereTexture: texture_2d; var boundsTransformIndexTexture: texture_2d; -var transformsTexture: texture_2d; +var transformsTexture: texture_2d; uniform boundsTextureWidth: i32; uniform transformsTextureWidth: i32;