..
clustered_forward.wgsl
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +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 visibility ranges, also known as hierarchical levels of detail (HLODs). ( #12916 )
2024-05-03 00:11:35 +00:00
gpu_preprocess.rs
Implement GPU frustum culling. ( #12889 )
2024-04-28 12:50:00 +00:00
light.rs
Use Dir3 for local axis methods in GlobalTransform ( #13264 )
2024-05-06 20:52:05 +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
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). ( #12916 )
2024-05-03 00:11:35 +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
Extract mesh view layouts logic ( #13266 )
2024-05-07 06:46:41 +00:00
mesh_view_bindings.wgsl
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). ( #12916 )
2024-05-03 00:11:35 +00:00
mesh_view_types.wgsl
Implement irradiance volumes. ( #10268 )
2024-02-06 23:23:20 +00:00
mesh.rs
Extract mesh view layouts logic ( #13266 )
2024-05-07 06:46:41 +00:00
mesh.wgsl
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). ( #12916 )
2024-05-03 00:11:35 +00:00
mod.rs
Generate MeshUniforms on the GPU via compute shader where available. ( #12773 )
2024-04-10 05:33:32 +00:00
morph.rs
Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. ( #13199 )
2024-05-03 11:39:21 +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
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. ( #13031 )
2024-05-05 22:57:05 +00:00
pbr_fragment.wgsl
Modulate the emissive texture by the emissive color again. ( #13251 )
2024-05-06 20:06:10 +00:00
pbr_functions.wgsl
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. ( #13031 )
2024-05-05 22:57:05 +00:00
pbr_lighting.wgsl
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. ( #13031 )
2024-05-05 22:57:05 +00:00
pbr_prepass_functions.wgsl
Implement alpha to coverage (A2C) support. ( #12970 )
2024-04-15 20:37:52 +00:00
pbr_prepass.wgsl
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. ( #13031 )
2024-05-05 22:57:05 +00:00
pbr_transmission.wgsl
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +00:00
pbr_types.wgsl
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. ( #13031 )
2024-05-05 22:57:05 +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
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +00:00
skin.rs
Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. ( #13199 )
2024-05-03 11:39:21 +00:00
skinning.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +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
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