bevy/crates/bevy_pbr/src/render
IceSentry 4737106bdd
Extract mesh view layouts logic (#13266)
Copied almost verbatim from the volumetric fog PR

# Objective

- Managing mesh view layouts is complicated

## Solution

- Extract it to it's own struct
- This was done as part of #13057 and is copied almost verbatim. I
wanted to keep this part of the PR it's own atomic commit in case we
ever have to revert fog or run a bisect. This change is good whether or
not we have volumetric fog.

Co-Authored-By: @pcwalton
2024-05-07 06:46:41 +00:00
..
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
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
pbr_ambient.wgsl
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
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
wireframe.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00