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fix_zero_output.json
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40 lines (40 loc) · 1.92 KB
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{
"agent": "Zero-Output Fixer",
"timestamp": "2026-04-01T07:57:25+02:00",
"shaders_checked": [
"aurora-rift-pass1.wgsl",
"aurora-rift-2-pass1.wgsl",
"quantum-foam-pass1.wgsl",
"sim-fluid-feedback-field-pass1.wgsl"
],
"shaders_fixed": [
{
"shader": "aurora-rift-pass1.wgsl",
"issue": "writes vec4<f32>(0.0) to writeTexture, breaking layer chain",
"fix": "now passes through input video color while storing volumetric data in dataTextureA for Pass 2"
},
{
"shader": "aurora-rift-2-pass1.wgsl",
"issue": "writes vec4<f32>(0.0) to writeTexture, breaking layer chain",
"fix": "now passes through input video color while storing volumetric data in dataTextureA for Pass 2"
},
{
"shader": "quantum-foam-pass1.wgsl",
"issue": "writes vec4<f32>(0.0) to writeTexture with comment 'Minimal color output'",
"fix": "now passes through input video color while storing field data in dataTextureA for Pass 2"
},
{
"shader": "sim-fluid-feedback-field-pass1.wgsl",
"issue": "writes vec4<f32>(0.0) to writeTexture with comment 'Write minimal output'",
"fix": "now passes through input color from readTexture while storing velocity in dataTextureA"
}
],
"notes": [
"All 4 multi-pass Pass 1 shaders had the same pattern: they stored intermediate data in dataTextureA but wrote zeros to writeTexture.",
"This caused the next shader in the chain (Pass 2 or any shader in the next slot) to receive black/empty input.",
"Fix applied: Sample the input texture (videoTex or readTexture) and pass it through to writeTexture.",
"The intermediate data is still correctly stored in dataTextureA for the Pass 2 shader to read.",
"Depth pass-through was already correct in all shaders.",
"Pattern to watch for in future multi-pass shaders: textureStore(writeTexture, gid.xy, vec4<f32>(0.0)) is almost always wrong for Pass 1 shaders."
]
}