[2023-04-11T20:37:57Z ERROR wgpu::backend::direct] Handling wgpu errors as fatal by default
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
error matching FRAGMENT shader requirements against the pipeline
shader global ResourceBinding { group: 0, binding: 2 } is not available in the layout pipeline layout
texture class Sampled { kind: Uint, multi: false } doesn't match the shader Sampled { kind: Float, multi: false }
I am having difficulty figuring out (1) why one of them is Float, (2) what the valid pairings are, and (3) what the values are on the two sides.
Any advice on wgpu texture format debugging issues ?
My read of the error text is that the shader itself is asking for a float sampled texture while the wgpu code is attempting to provide an integer sampled texture. I've never gotten too far into texture sampling though so I'm not sure how you'd fix it off the top of my head.