fix(renderer): keep draw-order offsets within clipping planes

This commit is contained in:
Christopher Overbeck committed 2026-09-15 12:36:05 -05:00
1 parent 0e42e3bf28
commit e52e565b1f
26 files changed
+525 -90

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@@ -341,7 +341,7 @@ pub fn create_pipelines(
) {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("text.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/text.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(draw_order_shader!("text.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("text.pipeline.layout"),
@@ -390,7 +390,7 @@ pub fn create_pipelines(
};
let block_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("block_text.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/block_text.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(draw_order_shader!("block_text.wgsl").into()),
});
let create_block = |label, depth_write_enabled, depth_compare| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {