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In Metal, it's possible to set the fragment shader of a MTLRenderPipelineDescriptor to nil, which is used for things like depth-only occlusion passes. Do we want to allow this same thing in WebGPU?
In Metal, it's possible to set the fragment shader of a
MTLRenderPipelineDescriptortonil, which is used for things like depth-only occlusion passes. Do we want to allow this same thing in WebGPU?