Made ViewUniform fields public (#14482)
# Objective - Made `ViewUniform` fields public so that 3rd-parties can create this uniform. This is useful for custom pipelines that use custom views (e.g. views buffered by a particular amount, for example).
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@ -281,17 +281,17 @@ pub struct ColorGradingGlobal {
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/// The [`ColorGrading`] structure, packed into the most efficient form for the
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/// GPU.
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#[derive(Clone, Copy, Debug, ShaderType)]
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struct ColorGradingUniform {
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balance: Mat3,
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saturation: Vec3,
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contrast: Vec3,
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gamma: Vec3,
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gain: Vec3,
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lift: Vec3,
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midtone_range: Vec2,
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exposure: f32,
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hue: f32,
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post_saturation: f32,
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pub struct ColorGradingUniform {
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pub balance: Mat3,
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pub saturation: Vec3,
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pub contrast: Vec3,
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pub gamma: Vec3,
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pub gain: Vec3,
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pub lift: Vec3,
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pub midtone_range: Vec2,
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pub exposure: f32,
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pub hue: f32,
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pub post_saturation: f32,
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}
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/// A section of color grading values that can be selectively applied to
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@ -408,20 +408,20 @@ impl ColorGrading {
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#[derive(Clone, ShaderType)]
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pub struct ViewUniform {
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clip_from_world: Mat4,
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unjittered_clip_from_world: Mat4,
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world_from_clip: Mat4,
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world_from_view: Mat4,
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view_from_world: Mat4,
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clip_from_view: Mat4,
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view_from_clip: Mat4,
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world_position: Vec3,
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exposure: f32,
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pub clip_from_world: Mat4,
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pub unjittered_clip_from_world: Mat4,
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pub world_from_clip: Mat4,
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pub world_from_view: Mat4,
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pub view_from_world: Mat4,
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pub clip_from_view: Mat4,
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pub view_from_clip: Mat4,
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pub world_position: Vec3,
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pub exposure: f32,
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// viewport(x_origin, y_origin, width, height)
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viewport: Vec4,
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frustum: [Vec4; 6],
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color_grading: ColorGradingUniform,
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mip_bias: f32,
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pub viewport: Vec4,
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pub frustum: [Vec4; 6],
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pub color_grading: ColorGradingUniform,
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pub mip_bias: f32,
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}
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#[derive(Resource)]
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