..
clustered_forward.wgsl
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +00:00
fog.rs
Add color conversions #13224 ( #13276 )
2024-05-09 18:01:52 +00:00
fog.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
forward_io.wgsl
Add UV channel selection to StandardMaterial ( #13200 )
2024-05-13 18:23:09 +00:00
gpu_preprocess.rs
Implement GPU frustum culling. ( #12889 )
2024-04-28 12:50:00 +00:00
light.rs
Make render phases render world resources instead of components. ( #13277 )
2024-05-21 18:23:04 +00:00
mesh_bindings.rs
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
mesh_bindings.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00
mesh_functions.wgsl
Fix the WebGL 2 backend by giving the visibility_ranges
array a fixed length. ( #13210 )
2024-05-08 07:34:59 +00:00
mesh_preprocess.wgsl
Implement GPU frustum culling. ( #12889 )
2024-04-28 12:50:00 +00:00
mesh_types.wgsl
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). ( #12916 )
2024-05-03 00:11:35 +00:00
mesh_view_bindings.rs
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. ( #13418 )
2024-05-27 13:43:40 +00:00
mesh_view_bindings.wgsl
add tonemapping LUT bindings for sprite and mesh2d pipelines ( #13262 )
2024-05-28 12:09:26 +00:00
mesh_view_types.wgsl
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. ( #13418 )
2024-05-27 13:43:40 +00:00
mesh.rs
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
mesh.wgsl
Add UV channel selection to StandardMaterial ( #13200 )
2024-05-13 18:23:09 +00:00
mod.rs
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
morph.rs
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
morph.wgsl
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
parallax_mapping.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
pbr_ambient.wgsl
Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights ( #10182 )
2023-10-23 03:26:20 +00:00
pbr_bindings.wgsl
Implement clearcoat per the Filament and the KHR_materials_clearcoat
specifications. ( #13031 )
2024-05-05 22:57:05 +00:00
pbr_fragment.wgsl
Add emissive_exposure_weight to the StandardMaterial ( #13350 )
2024-05-17 13:49:53 +00:00
pbr_functions.wgsl
add tonemapping LUT bindings for sprite and mesh2d pipelines ( #13262 )
2024-05-28 12:09:26 +00:00
pbr_lighting.wgsl
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. ( #13418 )
2024-05-27 13:43:40 +00:00
pbr_prepass_functions.wgsl
Make the prepass shader compile when lightmaps are present. ( #13402 )
2024-05-18 22:28:31 +00:00
pbr_prepass.wgsl
Apply uv transform in the prepass ( #13250 )
2024-05-13 22:33:09 +00:00
pbr_transmission.wgsl
add tonemapping LUT bindings for sprite and mesh2d pipelines ( #13262 )
2024-05-28 12:09:26 +00:00
pbr_types.wgsl
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. ( #13418 )
2024-05-27 13:43:40 +00:00
pbr.wgsl
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). ( #12916 )
2024-05-03 00:11:35 +00:00
rgb9e5.wgsl
Deferred Renderer ( #9258 )
2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +00:00
shadows.wgsl
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. ( #13057 )
2024-05-16 17:13:18 +00:00
skin.rs
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
skinning.wgsl
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
utils.wgsl
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +00:00
view_transformations.wgsl
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. ( #13418 )
2024-05-27 13:43:40 +00:00
wireframe.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00