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Just opening a tracking issue for an unrestricted depth range feature, which could allow any/all of the following (% backend support):
- "unclamped depth" output from rendering (via fragment shader output,
depthClearValue, orunclippedDepth). writeTexture/copyBufferToTextureinto"depth32float".
Backends:
- Vulkan: VK_EXT_depth_range_unrestricted
- Metal: ?
- D3D12: ?
The previous discussion is in #789.
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apiWebGPU APIWebGPU API