..
clustered_forward.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
fog.rs
Fix fog color being inaccurate ( #10226 )
2023-10-23 12:45:18 +00:00
fog.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
forward_io.wgsl
pbr shader cleanup ( #10105 )
2023-10-13 19:12:40 +00:00
light.rs
More inactive camera checks ( #10555 )
2023-11-14 13:44:42 +00:00
mesh_bindings.rs
Use wildcard imports in bevy_pbr ( #9847 )
2023-10-25 08:40:55 +00:00
mesh_bindings.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
mesh_functions.wgsl
View Transformations ( #9726 )
2023-10-24 21:26:19 +00:00
mesh_types.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
mesh_view_bindings.rs
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
mesh_view_bindings.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
mesh_view_types.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
mesh.rs
Use as_image_copy where possible ( #10733 )
2023-11-26 19:24:32 +00:00
mesh.wgsl
View Transformations ( #9726 )
2023-10-24 21:26:19 +00:00
mod.rs
Variable MeshPipeline View Bind Group Layout ( #10156 )
2023-10-21 11:19:44 +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
update shader imports ( #10180 )
2023-10-21 11:51:58 +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
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
pbr_fragment.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
pbr_functions.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
pbr_lighting.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
pbr_prepass_functions.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
pbr_prepass.wgsl
double sided normals: fix apply_normal_mapping calls ( #10330 )
2023-11-01 16:40:25 +00:00
pbr_transmission.wgsl
Non uniform transmission samples ( #10674 )
2023-11-22 18:54:45 +00:00
pbr_types.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
pbr.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
rgb9e5.wgsl
Deferred Renderer ( #9258 )
2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
shadows.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +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
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00
utils.wgsl
StandardMaterial Light Transmission (#8015 )
2023-10-31 20:59:02 +00:00
view_transformations.wgsl
View Transformations ( #9726 )
2023-10-24 21:26:19 +00:00
wireframe.wgsl
update shader imports ( #10180 )
2023-10-21 11:51:58 +00:00