bevy/crates/bevy_pbr/src/render
Edward Vear 5a3e77716a Fix skinned mesh normal handling in mesh shader (#5095)
# Objective

Update pbr mesh shader to use correct normals for skinned meshes.

## Solution

Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
2022-06-25 09:54:33 +00:00
..
clustered_forward.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
depth.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
light.rs Allow unbatched render phases to use unstable sorts (#5049) 2022-06-23 10:52:49 +00:00
mesh_bindings.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh_functions.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
mesh_types.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh_view_bindings.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh_view_types.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh.rs Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
mesh.wgsl Fix skinned mesh normal handling in mesh shader (#5095) 2022-06-25 09:54:33 +00:00
mod.rs Materials and MaterialPlugin (#3428) 2021-12-25 21:45:43 +00:00
pbr_bindings.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
pbr_functions.wgsl Callable PBR functions (#4939) 2022-06-21 20:50:06 +00:00
pbr_lighting.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
pbr_types.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
pbr.wgsl Callable PBR functions (#4939) 2022-06-21 20:50:06 +00:00
shadows.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
skinning.wgsl WGSL: use correct syntax for matrix access (#5039) 2022-06-18 07:41:54 +00:00
utils.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
wireframe.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00