bevy/crates/bevy_pbr/src/render
Griffin 490699c311
Fix unlit missing parameters (#10144)
# Objective

- The refactoring in https://github.com/bevyengine/bevy/pull/10105
missed including the frag_coord and normal in pbr_input.

## Solution

- Add them back
2023-10-16 22:11:51 +00:00
..
clustered_forward.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
fog.rs Directly copy data into uniform buffers (#9865) 2023-09-25 19:15:37 +00:00
fog.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
forward_io.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
light.rs Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
mesh_bindings.rs Move skin code to a separate module (#9899) 2023-09-25 18:40:22 +00:00
mesh_bindings.wgsl Use a single line for of large binding lists (#9849) 2023-09-19 22:17:44 +00:00
mesh_functions.wgsl Use instancing for sprites (#9597) 2023-09-02 18:03:19 +00:00
mesh_types.wgsl Use instancing for sprites (#9597) 2023-09-02 18:03:19 +00:00
mesh_view_bindings.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
mesh_view_types.wgsl EnvironmentMapLight support for WebGL2 (#7737) 2023-02-20 00:02:40 +00:00
mesh.rs pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
mesh.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
mod.rs Move skin code to a separate module (#9899) 2023-09-25 18:40:22 +00:00
morph.rs Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) 2023-09-27 08:28:28 +00:00
morph.wgsl Use a single line for of large binding lists (#9849) 2023-09-19 22:17:44 +00:00
parallax_mapping.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
pbr_ambient.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
pbr_bindings.wgsl Use a single line for of large binding lists (#9849) 2023-09-19 22:17:44 +00:00
pbr_functions.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
pbr_lighting.wgsl Fix typos throughout the project (#9090) 2023-07-10 00:11:51 +00:00
pbr_prepass_functions.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
pbr_prepass.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
pbr_types.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
pbr.wgsl Fix unlit missing parameters (#10144) 2023-10-16 22:11:51 +00:00
rgb9e5.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl fix webgl2 crash (#10053) 2023-10-08 22:07:16 +00:00
shadows.wgsl PCF For DirectionalLight/SpotLight Shadows (#8006) 2023-10-07 17:13:29 +00:00
skin.rs Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) 2023-09-27 08:28:28 +00:00
skinning.wgsl Use a single line for of large binding lists (#9849) 2023-09-19 22:17:44 +00:00
utils.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
wireframe.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00