Consider processing compute shaders, to handle inputs and outputs similarly to WGSL vertex / fragment shaders, to simplify integration with the engine. Currently, the user needs to manually specify bind indices and create a BindGroup to describe this.
Consider processing compute shaders, to handle inputs and outputs similarly to WGSL vertex / fragment shaders, to simplify integration with the engine. Currently, the user needs to manually specify bind indices and create a BindGroup to describe this.