..
clustered_forward.wgsl
Add random shader utils, fix cluster_debug_visualization ( #11956 )
2024-02-26 15:59:44 +00:00
fog.rs
Refactor App
and SubApp
internals for better separation ( #9202 )
2024-03-31 03:16:10 +00:00
fog.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
forward_io.wgsl
Implement lightmaps. ( #10231 )
2024-01-02 20:38:47 +00:00
light.rs
Micro-optimize queue_material_meshes
, primarily to remove bit manipulation. ( #12791 )
2024-04-01 21:58:53 +00:00
mesh_bindings.rs
Implement lightmaps. ( #10231 )
2024-01-02 20:38:47 +00:00
mesh_bindings.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00
mesh_functions.wgsl
Add support for KHR_texture_transform ( #11904 )
2024-02-21 01:11:28 +00:00
mesh_types.wgsl
Add support for KHR_texture_transform ( #11904 )
2024-02-21 01:11:28 +00:00
mesh_view_bindings.rs
more robust gpu image use ( #12606 )
2024-04-07 17:18:58 +00:00
mesh_view_bindings.wgsl
FIX: iOS Simulator not rendering due to missing CUBE_ARRAY_TEXTURES ( #12052 )
2024-02-23 01:24:59 +00:00
mesh_view_types.wgsl
Implement irradiance volumes. ( #10268 )
2024-02-06 23:23:20 +00:00
mesh.rs
fix msaa shift with irradiance volumes in mesh pipeline key ( #12845 )
2024-04-05 17:50:23 +00:00
mesh.wgsl
Update to wgpu 0.19 and raw-window-handle 0.6 ( #11280 )
2024-01-26 18:14:21 +00:00
mod.rs
Variable MeshPipeline
View Bind Group Layout ( #10156 )
2023-10-21 11:19:44 +00:00
morph.rs
Relax BufferVec's type constraints ( #12866 )
2024-04-05 02:11:41 +00:00
morph.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +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
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00
pbr_fragment.wgsl
Meshlet rendering (initial feature) ( #10164 )
2024-03-25 19:08:27 +00:00
pbr_functions.wgsl
Meshlet rendering (initial feature) ( #10164 )
2024-03-25 19:08:27 +00:00
pbr_lighting.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
pbr_prepass_functions.wgsl
Add previous_view_uniforms.inverse_view ( #12902 )
2024-04-07 18:59:16 +00:00
pbr_prepass.wgsl
Meshlet rendering (initial feature) ( #10164 )
2024-03-25 19:08:27 +00:00
pbr_transmission.wgsl
Exposure settings (adopted) ( #11347 )
2024-01-16 14:53:21 +00:00
pbr_types.wgsl
Fix WebGL not rendering StandardMaterial
( #12110 )
2024-02-25 22:42:28 +00:00
pbr.wgsl
Meshlet rendering (initial feature) ( #10164 )
2024-03-25 19:08:27 +00:00
rgb9e5.wgsl
Deferred Renderer ( #9258 )
2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl
StandardMaterial
Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
shadows.wgsl
FIX: iOS Simulator not rendering due to missing CUBE_ARRAY_TEXTURES ( #12052 )
2024-02-23 01:24:59 +00:00
skin.rs
try_insert NoAutomaticBatching ( #12396 )
2024-03-10 02:14:33 +00:00
skinning.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00
utils.wgsl
Add random shader utils, fix cluster_debug_visualization ( #11956 )
2024-02-26 15:59:44 +00:00
view_transformations.wgsl
View Transformations ( #9726 )
2023-10-24 21:26:19 +00:00
wireframe.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00