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clustered_forward.wgsl
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
fog.rs
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Add color conversions #13224 (#13276)
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2024-05-09 18:01:52 +00:00 |
fog.wgsl
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update shader imports (#10180)
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2023-10-21 11:51:58 +00:00 |
forward_io.wgsl
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
gpu_preprocess.rs
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Implement GPU frustum culling. (#12889)
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2024-04-28 12:50:00 +00:00 |
light.rs
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Adds back in way to convert color to u8 array, implemented for the two RGB color types, also renames Color::linear to Color::to_linear. (#13759)
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2024-06-10 13:03:46 +00:00 |
mesh_bindings.rs
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
mesh_bindings.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |
mesh_functions.wgsl
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Fix meshlet vertex attribute interpolation (#13775)
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2024-06-10 20:18:43 +00:00 |
mesh_preprocess.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
mesh_types.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
mesh_view_bindings.rs
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
mesh_view_bindings.wgsl
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
mesh_view_types.wgsl
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
mesh.rs
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
mesh.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
mod.rs
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
morph.rs
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
morph.wgsl
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
parallax_mapping.wgsl
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update shader imports (#10180)
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2023-10-21 11:51:58 +00:00 |
pbr_ambient.wgsl
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Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182)
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2023-10-23 03:26:20 +00:00 |
pbr_bindings.wgsl
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Implement PBR anisotropy per KHR_materials_anisotropy . (#13450)
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2024-06-03 23:46:06 +00:00 |
pbr_fragment.wgsl
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Remove unused mip_bias parameter from apply_normal_mapping (#13752)
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2024-06-10 13:00:34 +00:00 |
pbr_functions.wgsl
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Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803)
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2024-06-10 23:25:16 +00:00 |
pbr_lighting.wgsl
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
pbr_prepass_functions.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
pbr_prepass.wgsl
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Remove unused mip_bias parameter from apply_normal_mapping (#13752)
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2024-06-10 13:00:34 +00:00 |
pbr_transmission.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
pbr_types.wgsl
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Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803)
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2024-06-10 23:25:16 +00:00 |
pbr.wgsl
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Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
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2024-05-03 00:11:35 +00:00 |
rgb9e5.wgsl
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Deferred Renderer (#9258)
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2023-10-12 22:10:38 +00:00 |
shadow_sampling.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
shadows.wgsl
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
skin.rs
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
skinning.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
utils.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
view_transformations.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
wireframe.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |