Fix block details hidden by wipeout masks (#1304)

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Hakan Seven committed 2026-09-16 10:24:55 +03:00
1 parent d10a0cf798
commit 457f4b3dbb
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@@ -1055,16 +1055,9 @@ impl Pipeline {
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: content_stencil.clone(),
// Bias TOWARD the camera: a wipeout must win against geometry at
// its own depth (a block's wipeout + shapes are coincident at
// Z=0). A positive bias pushed the mask behind, so LessEqual
// rejected it and the geometry showed through. Tiny enough that
// meaningfully-nearer geometry still occludes the mask.
bias: wgpu::DepthBiasState {
constant: -8,
slope_scale: -1.0,
clamp: 0.0,
},
// The shader already applies draw order. A raster bias can
// jump across a block's narrow range and erase its foreground.
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: MSAA_SAMPLES,