* Update to wgpu 0.9 * Fix validation error in WGSL shader - This moves the hardcoded vertex positions and texture coordinates to the vertex buffer. - Replaces the two-triangle quad to 1 full-screen triangle (fixes #180) - Rewrites the custom shader example to fix a bug with large surface textures; - The input texture size was used for the output texture, causing the purple rectangle to appear very jumpy on large displays in full screen. - The `ScalingRenderer` now exposes its clipping rectangle. The custom shader example uses this for its own clipping rectangle, but it can also be used for interacting with the border in general. * Switch to `wgpu::include_wgsl!()` - This is a nice little simplification. - Thanks to @JMS55 for the suggestion!
24 lines
532 B
TOML
24 lines
532 B
TOML
[package]
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name = "egui-winit"
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version = "0.1.0"
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authors = ["Jay Oster <jay@kodewerx.org>"]
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edition = "2018"
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publish = false
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[features]
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optimize = ["log/release_max_level_warn"]
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default = ["optimize"]
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[dependencies]
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egui = "0.12"
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egui_wgpu_backend = "0.9"
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env_logger = "0.8"
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.25"
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winit_input_helper = "0.10"
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[dependencies.egui_winit_platform]
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git = "https://github.com/hasenbanck/egui_winit_platform.git"
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rev = "ab576591949a2c0ac1494af52713a1771ff8326a"
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features = ["webbrowser"]
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