..  
		
		
			
			
			
			
				
					
						
							
								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