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2.0 - WebGPU Only #98
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world from uv now directly takes the non linear depth from the depth renderer. Although it works better, there is still an issue with the clear color
- fix visual issue by computing rayDir separately - half the number of matrix inversion by inverting the projection view product - still a visual issue with webgl though
Supporting both WebGL and WebGPU is a pain so this branch will assume a WebGPU only future
webgpu uses non linear depth with a clear color of black
WebGPU ndc z range is [0,1] which enable Cosmos Journeyer to take advantage of the reverse depth buffer The scale is staggering
To enable 1st person views, a closer near plane will be needed. WebGPU gives again <3
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WebGL is a relic of the past that holds back the technologies behind Cosmos Journeyer.
WebGPU will enable compute shaders for terrain generation, asset scattering, ocean simulation and scenes as large as space itself.
Supporting both WebGPU and WebGL would be a pain, so the goal is to make sure the project works perfectly under WebGPU, and remove support for WebGL.
Examples of 1:1 scale planets in this branch (#93):