I was not able to spot exactly where the issue happens, but was able to work around it by making all Uniforms within a BindGroupLayout vec4 instead of vec3.
When using vec3 I would get:
Binding sizes are too small for bind group 0
For reference the current bindgrouplayout I'm using:
const circlesBindGroupLayout = new BindGroupLayout([ { buffer: {}, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, name: "Circles", uniforms: [ new Uniform("D_a", "vec4"), new Uniform("D_A", "vec4"), new Uniform("D_b", "vec4"), new Uniform("D_B", "vec4"), new Uniform("dimensions", "vec4") ], }, ]); return circlesBindGroupLayout;
I was not able to spot exactly where the issue happens, but was able to work around it by making all Uniforms within a BindGroupLayout
vec4instead ofvec3.When using
vec3I would get:Binding sizes are too small for bind group 0For reference the current bindgrouplayout I'm using:
const circlesBindGroupLayout = new BindGroupLayout([ { buffer: {}, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, name: "Circles", uniforms: [ new Uniform("D_a", "vec4"), new Uniform("D_A", "vec4"), new Uniform("D_b", "vec4"), new Uniform("D_B", "vec4"), new Uniform("dimensions", "vec4") ], }, ]); return circlesBindGroupLayout;