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).
This commit is contained in:
Brian Reavis 2024-07-26 10:11:29 -07:00 committed by GitHub
parent 1edec4d890
commit c1fedc2e2d
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@ -281,17 +281,17 @@ pub struct ColorGradingGlobal {
/// The [`ColorGrading`] structure, packed into the most efficient form for the /// The [`ColorGrading`] structure, packed into the most efficient form for the
/// GPU. /// GPU.
#[derive(Clone, Copy, Debug, ShaderType)] #[derive(Clone, Copy, Debug, ShaderType)]
struct ColorGradingUniform { pub struct ColorGradingUniform {
balance: Mat3, pub balance: Mat3,
saturation: Vec3, pub saturation: Vec3,
contrast: Vec3, pub contrast: Vec3,
gamma: Vec3, pub gamma: Vec3,
gain: Vec3, pub gain: Vec3,
lift: Vec3, pub lift: Vec3,
midtone_range: Vec2, pub midtone_range: Vec2,
exposure: f32, pub exposure: f32,
hue: f32, pub hue: f32,
post_saturation: f32, pub post_saturation: f32,
} }
/// A section of color grading values that can be selectively applied to /// A section of color grading values that can be selectively applied to
@ -408,20 +408,20 @@ impl ColorGrading {
#[derive(Clone, ShaderType)] #[derive(Clone, ShaderType)]
pub struct ViewUniform { pub struct ViewUniform {
clip_from_world: Mat4, pub clip_from_world: Mat4,
unjittered_clip_from_world: Mat4, pub unjittered_clip_from_world: Mat4,
world_from_clip: Mat4, pub world_from_clip: Mat4,
world_from_view: Mat4, pub world_from_view: Mat4,
view_from_world: Mat4, pub view_from_world: Mat4,
clip_from_view: Mat4, pub clip_from_view: Mat4,
view_from_clip: Mat4, pub view_from_clip: Mat4,
world_position: Vec3, pub world_position: Vec3,
exposure: f32, pub exposure: f32,
// viewport(x_origin, y_origin, width, height) // viewport(x_origin, y_origin, width, height)
viewport: Vec4, pub viewport: Vec4,
frustum: [Vec4; 6], pub frustum: [Vec4; 6],
color_grading: ColorGradingUniform, pub color_grading: ColorGradingUniform,
mip_bias: f32, pub mip_bias: f32,
} }
#[derive(Resource)] #[derive(Resource)]