pygfx.renderers.wgpu.DepthPass

class pygfx.renderers.wgpu.DepthPass

Bases: EffectPass

An effect that simply renders the depth. Mostly for debugging purposes.

USES_DEPTH = True

Overloadable class attribute to state whether bindings to the depth buffer are needed.

wgsl = '\n        @fragment\n        fn fs_main(varyings: Varyings) -> @location(0) vec4<f32> {\n            let texIndex = vec2i(varyings.position.xy);\n            let depth = textureLoad(depthTex, texIndex, 0);\n            return vec4f(depth, depth, depth, 1.0);\n        }\n    '

Overloadable class attribute that contains the WGSL shading code for the fragment shader.

Use the following template:

@fragment
fn fs_main(varyings: Varyings) -> @location(0) vec4<f32> {

    // Available variables:
    // colorTex - the texture containing the rendered image, or the previous effect pass.
    // depthTex - the texture containing the renderd depth values.
    // texSampler - a sampler to use for the above.
    // varyings.position - the position in physical pixels (a vec4f).
    // varyings.texCoord - the coordinate in the textures (a vec2f).
    // u_effect.time - the current time in seconds, changes each frame.
    // u_effect.xx - whatever uniforms you added.

    // Calculate the pixel index, e.g. if you want to use textureLoad().
    let texIndex = vec2i(varyings.position.xy);

    // To simply copy the image:
    return textureSample(colorTex, texSampler, varyings.texCoord);
}