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Adding feature IDs to custom shaders #9894
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Is there a need to separate attributes and textures? In the latest The JS application should know the active feature id so I don't think it necessarily needs to be part of the struct. Also the type should be |
@lilleyse in regards to keeping textures separate:
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Good points...
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It may be useful to have access to the feature ID value in the custom shaders. Based on offline discussion with @ptrgags, this is the design we came up with:
This example shows the struct that would be generated for a primitive with 3 feature ID vertex attributes and 2 feature ID textures. Inside the custom shader, the values could be accessed by something like
fsInput.featureIds.attributes[0]
orfsInput.featureIds.textures[1]
.A couple of open questions:
textures
? Currently, this seems to denote that you're accessing a texture, instead of a value extracted from a texture.CC: @lilleyse
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