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explain order
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greggman committed Jun 27, 2023
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Expand Up @@ -936,6 +936,14 @@ In the following articles we'll cover various ways to pass data into shaders.
Then we'll cover [the basics of WGSL](webgpu-wgsl.html).
This order is from the simplest to the most complex. Inter-stage variables
require no external setup to explain. We can see how to use them using nothing
but changes to the WGSL we used above. Uniforms are effectively global variables and as such are
used in all 3 kinds of shaders (vertex, fragment, and compute). Vertex buffers
are only used in vertex shaders. They are more complex because they require
describing the data layout to WebGPU. Textures are most complex as they have
tons types and options.
I'm a little bit worried these article will be boring at first. Feel free to
jump around if you'd like. Just remember if you don't understand something you
probably need to read or review these basics. Once we get the basics down we'll
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