fix(layers): WebGPU derivative-based normal calculation - #10547
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ibgreen
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Aug 12, 2026
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Background
WebGL and WebGPU use opposite screen-space Y-axis orientations, which reverses the direction of the Y derivative. In GLSL,
cross(dFdx(position), dFdy(position))reconstructs the expected outward-facing surface normal, but applying the same operand order to WGSL’sdpdxanddpdyproduces its inverse. Reversing the operands tocross(dpdy(position), dpdx(position))compensates for that coordinate-system difference, restoring outward-facing normals and therefore the correct diffuse and specular lighting. Geometry with supplied normals is unaffected; this only corrects normals reconstructed from screen-space derivatives.Change List