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Add Godrays PR as a WebGL 2 only example #373
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What do you mean by GitHub source? |
Remember that I downloaded the effect from Leonidas/Pirron-One as some sort of a package of files. |
Can you reference the source please? It makes it easier for anyone that wants to take on this issue |
ok, first of all this playcanvas/engine#3272
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Ah, I see 🤔 We could make it a tutorial project example. With iOS 14 still being WebGL 1 only, we can't add it to the GitHub repo as the idea for PlayCanvas to have features and examples that work across a full range of devices and capabilities as possible |
Hello, as the Godrays posteffect currently isn't available (anyway; as you write it needs to be compatible with WebGL 2.0), I want to hear if it can become so anyway in here as a github-source? (at least temporarely)
Even though I bought GodRays from Leonidas/Pirron-One, he did not reply with an answer a link from himself (he made available for our community some years ago).
Actually I would argue that it should be available in any case, as it (the WebGL 2.0-benchmark) is already above 80% penetration (https://www.khronos.org/blog/webgl-2-achieves-pervasive-support-from-all-major-web-browsers).
Testing of '1.0 or 2.0' should also be manageable according to: https://stackoverflow.com/questions/51428435/how-to-determine-webgl-and-glsl-version
Developers would then have the option of writing this to the user "This app's post effects is only supported by WebGL 2.0, which your device does comply to".
PS: I now there are Contributing Guidelines, but could not find a suit for this kind of issues.
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