in a stroke of genius (total luck) I have gotten a stencil buffer which culls pixels
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@@ -486,7 +486,7 @@ impl CanvasState {
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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!(
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ClearValue::Float([0.0, 0.0, 1.0, 1.0]),
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ClearValue::DepthStencil((1.0, 1)),
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ClearValue::DepthStencil((1.0, 0)),
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);
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let mut command_buffer = command_buffer.begin_render_pass(
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@@ -118,13 +118,13 @@ impl CanvasShader {
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depth_write: true,
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depth_bounds_test: DepthBounds::Disabled,
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stencil_front: Stencil {
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compare: Compare::Always,
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compare: Compare::Equal,
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pass_op: StencilOp::Invert,
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fail_op: StencilOp::Invert,
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depth_fail_op: StencilOp::Invert,
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compare_mask: Some(u32::max_value()),
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write_mask: Some(u32::max_value()),
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reference: Some(u32::max_value()),
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depth_fail_op: StencilOp::Keep,
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compare_mask: Some(0x01),
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write_mask: Some(0xFF),
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reference: Some(0x01),
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},
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stencil_back: Default::default()
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};
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